Overwatch Patch April 14, 2026
2 days ago · 31 heroes changed · Full patch notes ↗
Balance Changes
- Nano Boost Duration increased to 25% (Up from 15%).
Anran’s damage could feel underpowered relative to the time required to ignite enemies. Increasing Fan the Flames’ damage improves her ability to secure eliminations, while adding healing to Dancing Blaze’s base kit rewards effective use of the ability and improves her survivability.
- Minor Perk cost reduced by 7%.
- Major Perk cost reduced by 5%.
- Impact damage increased from 5 to 6.
- Impact damage reduced from 50 to 30.
- Now heals Anran for 50 health on the first target hit and 25 health for each subsequent target.
- Changed.
- Increases the healing of Dancing Blaze’s subsequent strikes by 25.
- Time required to retrigger Coach Gun increased from 1 to 2 seconds.
- Minor Perk cost increased by 10%.
- Major Perk cost increased by 6%.
- No longer fully refunds cooldown.
- Now reduces cooldown by 4 seconds.
- Overhealth degeneration reduced from 100 to 50 per second.
Brigitte’s survivability can feel low despite needing to operate in close range to be effective. Increasing Barrier Shield health gives her more flexibility and better supports her defensive role.
- Health increased from 250 to 300.
- Cooldown refunded increased from 0.5 to 0.75 seconds.
Allowing Echo to duplicate allied heroes opens up new strategic options and enables more creative ultimate combinations for coordinated teams.
- Can now duplicate allied heroes.
- Range increased from 4 to 6 meters.
- Added an accessibility option which allows players to hold Secondary Fire to automatically fire Siphon Blaster at a reduced fire rate.
- Heat generated from direct hits reduced from 100% to 60%.
Machine Gun Freja builds continue to overperform so we're trimming some power off the supporting pieces.
- Max Ammo restore reduced to 30% (Down from 40%).
- Max Life Healing reduced to 6% (Down from 8%).
- Acceleration reduced by 11%.
- Cooldown reductions now apply to the Claws Out cooldown.
This combination of items has proven to be out of bounds recently, so we're shaving some statistical power from each of these.
- Removed 5% Weapon Power.
- Max Life Overhealth Scaling reduced to 6% (Down from 8%).
- Removed 10% Weapon Power.
- Ability Power increased to 15% (Up from 10%).
- Cooldown Reduction upon self detonating Concussion Mine reduced to 10% (Down from 15%).
We're improving Juno's Weapon Power oriented builds and improving the viability of some lesser picked powers and items.
- Critical Multiplier decreased to 175% (Down from 200%).
- Tooltip now correctly states that it also allows you to crit on allies.
- New
- While affected by [Hyper Ring], [Medi-Blaster] has a fully automatic fire rate.
- New
- Allies affected by [Hyper Ring] are healed for 40% of any damage you do.
- Added "While using [Glide Boost] or hovering, gain 100% more Ultimate Charge from Damage or Healing."
- Removed
- Removed
- Removed Attack Speed after using Pulsar Torpedoes.
- Added "+35% Ally Lock On Speed".
- Cost decreased to 10000 (Down from 11000).
- Removed "[Mediblaster] deals 15% increased damage and healing to targets farther than 12m away."
- Added "[Mediblaster] has 5m increased falloff range."
- Cost decreased to 9000 (Down from 10000).
- Ability Power decreased to 5% (Down from 10%).
- Added 5% Weapon Power.
- New
- Activating Glide Boost as you pass through Hyper Ring reduces cooldown of Glide Boost by 50%.
- 5000 Cost
- Cost decreased to 9500 (Down from 12000).
Kiriko’s mobility has been reduced to limit her ability to escape from long distances and require her to play closer to her teammates. To help offset this change, we’re increasing the cadence of Healing Ofuda to support her overall effectiveness despite the mobility reduction.
- Teleport range reduced from 35 to 30 meters.
- Fire rate increased from 5 to 7 per second.
Lifeweaver has struggled to find effectiveness following reductions to his survivability and the introduction of in‑combat healing reduction. Increasing his overall healing output and adding a cleanse to Life Grip provides him with additional survivability and utility in his base kit.
- Maximum healing increased from 80 to 90.
- Healing increased from 45 to 55.
- Now cleanses allies when pulled.
- Cooldown reduced from 14 to 11 seconds.
- (6v6) Healing reduced from 20 to 18.
- Changed.
- Gain 15% attack speed while Lucio's Speed Song is active, tripled during Amp It Up.
- Can no longer be charged before a round begins.
Flash Heal has proven to be a compelling and expressive ability and is now being added to Mercy’s base kit. This gives her more reliable on‑demand healing while rewarding thoughtful cooldown management. To account for the added power, some of Mercy’s baseline healing and mobility have been slightly reduced.
- Flash Heal moved from Perk to Baseline ability.
- Cooldown reduced from 15 to 12 seconds.
- Base healing increased from 50 to 60.
- Healing multiplier on allies below 50% health reduced from 3x to 2x.
- Healing reduced from 60 to 55.
- Launch speed reduced by 10%.
- New.
- Flash Heal gains an additional charge but its base healing is reduced by 10.
These changes make small adjustments to the flow of Mizuki’s kit. Katashiro Return can now be used more reactively, while other tuning helps keep his overall power within intended bounds.
- Minor Perk cost increased by 16%.
- Major Perk cost increased by 10%.
- (6v6) Minimum Healing Reduced from 5 to 4.5.
- (6v6) Maximum Healing reduced from 20 to 18.
- No longer spawns if Mizuki is eliminated during the cast time.
- Can now activate return while other animations are active, excluding Kekkai Sanctuary's cast animation.
- Movement speed bonus reduced from 35% to 30%.
Drift Thrusters’ functionality has been added to Pharah’s Barrage, allowing limited movement during the ultimate to reduce friction when using it. Barrage damage has been slightly reduced to offset the added flexibility.
- Bonus movement speed reduced from 40% to 30%.
- Pharah can now move while using Barrage.
- Explosion damage reduced from 30 to 25.
- Removed.
- Added.
- Concussive Blast deals up to 50 explosion damage.
- Added to the Stadium roster.
- [Void Accelerator] infects enemies with nanites which explode for 20(WP) damage after dealing 100 damage.
- [Void Accelerator] periodically releases a burst of 6 additional projectiles during continuous fire.
- [Void Barrier] gains an additional charge.
- +25% [Void Barrier] size. [Void Accelerator] projectile and [Pummel] that passes through the [Void Barrier] gain 10% increased damage.
- While [Nemesis Form] is active, Ramattra is healed for 80 per second while within [Ravenous Vortex].
- When [Nemesis Form] is activated, reduce the cooldown of [Ravenous Vortex] by 100%.
- While blocking in [Nemesis Form], use [Pummel] to perform a dashing punch. (4s Cooldown)
- [Block] heals Ramattra for 50% of damage mitigated over 3s.
- Releasing [Block] deals damage equal to 100% of the amount mitigated, up to 100 to enemies within 6m.
- +50% [Ravenous Vortex] Radius, +30% [Ravenous Vortex] Damage
- When [Ravenous Vortex] is detonated, deal 50 damage and gain 2% Ultimate Charge per enemy hit.
- +50% [Annihilation] Damage, +2s [Annihilation] Duration
- 5% Attack Speed
- When [Block] mititgates damage, gain 15% Attack Speed for 3s.
- 4000 Cost
- 10% Weapon Power
- 50% [Void Accelerator] projectile size
- 4500 Cost
- 10% Weapon Power
- 25% [Pummel] Range
- 4500 Cost
- 5% Weapon Power
- 50% [Void Accelerator] Projectile Speed
- While continuously shooting [Void Accelerator], gain up to 20% Weapon Power over 3s.
- 12500 Cost
- 10% Ability Power
- 10% Attack Speed
- [Pummel] damage is also increased by Ability Power.
- 13000 Cost
- 5% Cooldown Reduction
- For each enemy hit by [Ravenous Vortex], reduce [Nemesis Form]'s cooldown by 1s.
- 4000 Cost
- 5% Cooldown Reduction
- 100% [Ravenous Vortex] Height
- 4000 Cost
- 25 Shields
- 10% Cooldown Reduction
- 50% [Void Barrier] Duration
- 10000 Cost
- 15% Ability Power
- 10% Cooldown Reduction
- All allies within [Ravenous Vortex] gain 300% increased jump height and 25% increased Movement Speed.
- 10000 Cost
- 15% Starting Ultimate Charge
- 50% [Annihilation] Range
- Activating [Annihilation] pulls in enemies within 6m.
- 9000 Cost
- 25 Shields
- Receive 5% more Healing while in [Block].
- [Block]'s movement speed penalty is removed.
- 4500 Cost
- 25 Health
- Gain 100 Overhealth after coming out of [Nemesis Form].
- 4000 Cost
- 25 Armor
- Gain 20% of [Annihilation] damage as Overhealth.
- 5000 Cost
- 25 Shields
- 35% [Void Barrier] Health
- [Void Barrier] heals allies within 6m by 100 on spawn.
- 50 Health
- 10% Weapon Lifesteal
- 10% Ability Lifesteal
- +15% Lifesteal while in [Nemesis Form]
- 9000 Cost
Dire Triggers has been moved into Reaper’s base kit to give him more consistent mid‑range options on a cooldown. This change adds additional decision‑making and skill expression to his gameplay.
- Moved from Perk to Baseline ability.
- Cooldown increased from 3 to 6 seconds.
- Added.
- Using an ability or reloading refreshes Dire Triggers’ cooldown.
- Added a custom setting allowing Shield Slam to be bound to Quick Melee, enabling free look while the perk is equipped.
With Roadhog’s combo becoming more reliable, his overall effectiveness has increased. These changes reduce how frequently the combo can be executed and require more deliberate use of Chain Hook. Invigorate has also been replaced due to its overlap with the Bruiser subrole.
- Reload time increased from 1.5 to 1.75 seconds.
- Cooldown increased from 6 to 8 seconds.
- Removed.
- Added.
- Take a Breather now heals nearby allies for 50% of its healing amount.
We're adding a small buff here to help increase the viability of this power as an option for Weapon Power oriented builds.
- Damage Absorbed threshold for Attack Speed reduced to 50 (Down from 100).
Allowing Soldier: 76 to reload while sprinting introduces new playstyle opportunities and reinforces his identity as a mobile damage dealer. A temporary movement speed penalty during the reload has been added to ensure the interaction carries a meaningful tradeoff.
- Can now reload while sprinting.
- Reloading while sprinting reduces Sprint’s movement speed bonus by 50%, diminishing over the duration.
- Added a custom setting allowing Sprint to cancel reload.
- Removed.
- New.
- Sprint’s movement speed bonus gradually increases by an additional 25% over 2 seconds.
- Minor Perk cost reduced by 6%.
- Major Perk cost reduced by 5%.
- Movement speed bonus reduced by 50% while revealed by damage.
- Minor Perk cost reduced by 10%.
- Major Perk cost reduced by 7%.
We're buffing some of Vendetta's weaker options to give her more build variety. We'll be continuing to keep a close eye on the performance of her strongest build to make sure its not out of bounds.
- Currency from damage and healing increased by 5%.
- Whirlwind Dash Damage during additional duration increased to 75% (Up from 50%).
- Whirlwind Dash reactivation damage increased to 75% (Up from 50%).
- Free Projected Edge damage increased to 75% (Up from 50%).
- Mini Sundering Blade damage increased to 50% increased damage (Up from 25%).
- Explosion Damage increased to 30 (Up from 20).
- Minor Perk cost reduced by 6%.
- Major Perk cost reduced by 4%.
Winston has been struggling in the last season. We're starting with some smaller buffs to some of his weaker powers as well as a currency buff, but will continue to monitor his performance.
- Currency from damage and healing increased by 12.5%.
- Bounce Damage increased to 75% (Up from 50%).
- Critical Damage increased to 200% (Up from 175%).
- Added "+25% Starting Ultimate Charge".
- (6v6) Base health reduced from 475 to 450. (Total health including armor and shields reduced from 575 to 550.)
We're buffing some underutilized powers to help bring them in more line with Wuyang's other options.
- Non-empowered Primary Fire projectile speed increased to 150% (Up from 100%).
- Active Restorative Stream self healing increased to 100% (Up from 75%).
We're slightly decreasing the survivability potential of Zenyatta, and will continue to monitor his performance in this area.
- Healing based on damage dealt reduced to 30% (Down from 35%).
- Homing Health Threshold increased to 50% (Up from 35%).