Weapons are the primary tools heroes use to deal damage to enemies or heal their allies. Every hero in Overwatch has at least one weapon.
Overview
All weapons have a primary fire, but some weapons also possess a secondary fire. Most weapons consume ammo and have a magazine, which if emptied, requires the hero to reload. Some heroes have multiple weapons, which can be switched using 1 and 2. Some heroes also have transformation abilities that give them new weapons.
A vast majority of the weapons in the game are ranged. Although the effect distance of many weapons is potentially infinite, the effectiveness of a weapon can be limited by damage falloff, bullet spread, or projectile travel speed. Most weapons are fully automatic.
Weapon types
Hitscan
Hitscan weapons have no travel time on their shots, meaning that their effects take place immediately when the weapon is fired. Hitscan weapons are subjects to damage falloff, meaning that they'll do less damage at longer distance. The damage at max range is typically 30%. Ana does not have falloff damage for her scoped shots.
There are types of hitscan weapons: pinpoint, spread, and recoil. Pinpoint will have perfect precision at all times. Spread weapon start precise but after a few shots, but then spray erratically. With recoil weapons, your weapon starts pointing upward either after a few shots.
- Pinpoint hitscan weapons
- Ashe: The Viper (scoped)
- Ana: Biotic Rifle (scoped)
- Bastion: Configuration: Recon
- Cassidy: Peacekeeper (primary fire)
- Illari: Solar Rifle (primary fire)
- Sojourn: Railgun (alternate fire)
- Widowmaker: Widow's Kiss (scoped)
- Winston: Tesla Cannon (alternate fire)
- Hitscan weapons with weapon spread
- Ashe: The Viper (semi-automatic fire)
- Bastion: Configuration: Assault (no perk)
- Cassidy: Peacekeeper (alternate fire)
- D.Va: Fusion Cannons
- Junker Queen: Scattergun
- Juno: Mediblaster
- Mauga: Incendiary Chaingun, Volatile Chaingun
- Reaper: Hellfire Shotguns
- Sombra: Machine Pistol
- Tracer: Pulse Pistols
- Widowmaker: Widow's Kiss (automatic fire)
- Wrecking Ball: Quad Cannons
- Hitscan weapons with vertical recoil
- Baptiste: Biotic Launcher (primary fire)
- Soldier: 76: Heavy Pulse Rifle
Projectiles
- Main article: Projectile
Unlike hitscan weapons, Projectile weapons have a travel time on their shots, making it slightly more difficult to score successful hits. To balance that, projectiles have larger hitboxes and, excluding shotguns, do not have damage falloff.
Some projectiles travel in an arc ( Arcing projectile) rather than a straight line, and some are homing, meaning that they attempt to follow their target, but can miss if they hit a wall or their target leaves their range.
- Linear projectile weapons
- Ana: Biotic Rifle (automatic fire)
- Bastion: Configuration: Assault (Lindholm Explosives), Configuration: Artillery
- D.Va: Light Gun
- Doomfist: Hand Cannon
- Echo: Tri-Shot
- Freja: Revdraw Crossbow, Take Aim
- Genji: Shuriken (primary and alternate fire)
- Hazard: Bonespur
- Kiriko: Kunai
- Lifeweaver: Thorn Volley
- Lúcio: Sonic Amplifier
- Mei: Endothermic Blaster (alternate fire)
- Mercy: Caduceus Blaster
- Orisa: Augmented Fusion Driver
- Pharah: Rocket Launcher
- Ramattra: Void Accelerator
- Roadhog: Scrap Gun (central bullet)
- Symmetra: Photon Projector (alternate fire)
- Venture: Smart Excavator
- Zenyatta: Orb of Destruction
- Arcing projectile weapons
- Baptiste: Biotic Launcher (alternate fire)
- Hanzo: Storm Bow
- Junkrat: Frag Launcher
- Sigma: Hyperspheres
- Torbjörn: Rivet Gun (primary fire)
- Zarya: Particle Cannon (alternate fire)
- Homing projectiles
- Projectiles weapons with weapon spread
Shotguns
Shotgun weapons fire a large number of pellets over a large spread and can be either hitscan or projectile. They are designed to deal immense amounts of damage at close range and typically experience severe damage falloff, with the range being 10 to 20 meters, or 15 to 30 meters. At maximum range, they do only 30% of their original damage. Due to the spread, shotguns are less effective against enemies with small hitboxes or enemies at long range. The exact spread of a shotgun is random or semi-random.
- Hitscan shotguns
- Projectile shotguns
- Doomfist: Hand Cannon
- Hazard: Bonespur
- Ramattra: Void Accelerator (Void Surge)
- Roadhog: Scrap Gun
- Torbjörn: Rivet Gun (alternate fire)
Explosives
Some weapons fire projectiles that explode upon impact and deal splash damage to enemies in Area of effect. This explosion also typically contains a knock-back effect, with the exceptions of Symmetra's Photon Projector and Sigma's Hyperspheres, the latter of which instead cause a slight graviton effect. Explosive weapons cannot headshot.
Some explosive weapons have self-damage, while others do not. This self-damage is equal to 50% of the splash damage the explosion can do.
- Explosive weapons with self-damage
- Bastion: Configuration: Assault (Lindholm Explosives)
- Freja: Take Aim
- Pharah: Rocket Launcher
- Zarya: Particle Cannon (alternate fire)
- Explosive weapons without self-damage
- Junkrat: Frag Launcher
- Sigma: Hyperspheres
- Symmetra: Photon Projector (alternate fire)
- Venture: Smart Excavator
Beams
Some weapons are channeled instead of fired and emit a Beam. Beams ignore
Defense Matrix,
Deflect,
Javelin Spin and
Kinetic Grasp. Beams cannot headshot and have a finite maximum range. The damage of beam weapons is always reduced by 30% against armor.
Some beams are hitscan-like, meaning they act immediately, while others are projectile-like, meaning there's travel time.
- Hitscan-like
- Illari: Solar Rifle (secondary fire)
- Mercy: Caduceus Staff (primary fire and alternate fire)
- Moira: Biotic Grasp (alternate fire)
- Symmetra: Photon Projector (primary fire)
- Winston: Tesla Cannon
- Zarya: Particle Cannon (primary fire)
- Projectile-like
- Mei: Endothermic Blaster (primary fire)
- Moira: Biotic Grasp (primary fire)
Melee
- Main article: Melee
Melee weapons are short-ranged but have no ammo or reload time. Melee weapons pierce barriers and enemies, and ignore Defense Matrix and
Kinetic Grasp. They can be blocked by
Deflect and
Javelin Spin, however. Heroes with melee weapons equipped are generally incapable of using quick melee (with the exception of Ramattra using
Nemesis Form). Melee weapons cannot headshot. Some melee weapons have knock-back like quick melee, while others do not.
Weapon Cosmetics
Weapon Variants
- Main article: Weapon Variants
Weapon variants are weapon cosmetics that can be purchased using Competitive Points and Legacy Competitive Points that are earned via Competitive Play. They do not affect gameplay, but rather change the colour of the weapon equipped, such as with Golden weapons.
Weapon Skins
- Main article: Weapon Skins
Weapon skins are weapon cosmetics. They can be bought from the Shop using Coins . Weapon Skins change the appearance of a Hero's weapon regardless of what hero skin is equipped. They can be used alongside Weapon Variants.
Beginning with Season 11, a Mythic Weapon Skin rarity has been added. Mythic Weapon Skins can be bought with Mythic Prisms in the Mythic Shop, with the base skin costing
50 and subsequent levels unlocking at
10. They are usually released once every midseason patch, but their release date may be delayed until an event comes.
List of weapons
Below is a list of all weapons and their stats.
Hero | Weapon | Effect type | Healing | Damage | Falloff range | Headshot | Proj. speed | Proj. radius | Range | Radius | Fire rate | Ammo | Reload time |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() Ana |
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75 over 0.59 seconds | 75 over 0.59 seconds | ✕ | 125 m/s (unscoped) | 0.15 meters (hip fire) 0.07 meters (enemies, ADS) 0.3 meters (allies, ADS) |
0.8 seconds recovery | 15 | 1.5 seconds animation | |||
![]() Ashe |
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35 – 10.5 | 20 – 40 meters | ✓ (x2) | 0.07 meters | 3.9 shots/s | 12 | 0.5 seconds (initial animation) +0.25 seconds per bullet 3.5 seconds (full reload animation) | ||||
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75 – 22.5 | 30 – 50 meters | ✓ (x2) | 0.07 meters | 1.52 shots/s | 12 | 0.5 seconds (initial animation) +0.2 seconds per bullet 2.9 seconds (full reload animation) | |||||
![]() Baptiste |
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25 - 7.2 (per shot) 75 - 21.6 (per round) |
25 - 45 meters | ✓ (x2) | 0.07 meters | 1.7 shots/s | 36 | 1.5 seconds animation | ||||
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20 (direct hit) 50 (splash, ally) |
✕ | 60 m/s | None | 3 meter radius | 1.11 shots/s | 13 | 1.5 seconds animation | ||||
![]() Bastion |
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25 - 7.5 | 30 - 50 meters | ✓ (x2) | 0.07 meters | 5 shots/s | 25 | 1.2 seconds | ||||
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12 - 3.6 | 30 - 50 meters | ✕ | 0.04 meters | 30 shots/s | ∞ | ||||||
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550 (center) 250 – 200 (inner ring) 200 – (outer ring) |
✕ | 0.015 meters | 2.5 meters radius (inner ring) 6.5 meter radius (outer ring) |
3 | |||||||
![]() Brigitte |
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45 | ✕ | 6 meters | 1 swing per 0.6 seconds | |||||||
![]() Cassidy |
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70 - 21 | 25 - 35 meters | ✓ (x2) | 0.07 meters | 2 shots/s | 6 | 1.5 seconds animation | ||||
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50 - 15 | 20 - 30 meters | ✕ | 0.07 meters | 8.33 shots/s | 6 | 1.5 seconds animation | |||||
![]() D.Va |
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2 – 0.6 | 10 - 20 meters | ✓ (x2) | 0.04 meters | 6.667 shots/s | ∞ | |||||
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14 | ✓ (x2) | 50 m/s | 0.275 meters | 7 shots/s | 20 | 1.4 seconds | |||||
![]() Doomfist |
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5 – 1.5 (per pellet) 55 – 16.5 (per shot) |
15 – 30 meters | ✓ (x2) | 80 m/s | 0.05 meters | 3 shots/s 1.36 shots/s (continuous fire of final shot) |
4 | 0.4 seconds (per shot) | |||
![]() Echo |
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17 (per pellet) 51 (per shot) |
✓ (x2) | 75 m/s | 0.175 meters | 2.97 shots/s | 12 | 1.5 seconds | ||||
![]() Freja |
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30 | ✓ (x2) | 125 m/s | 0.175 meters | 4.81 shots/s | 12 | 1.6 seconds | ||||
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40 (direct hit) 90 - 30 (explosion, enemy) 45 - 15 (explosion, self) |
✓ (x2) | 125 m/s | 0.175 meters | 2.3 meter radius | 1 | 1 second | |||||
![]() Genji |
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27 (per shuriken) 81 (per shot) |
✓ (x2) | 60 meters per second | 0.175 meters | 1.14 shots/s | 30 | 1.5 seconds | ||||
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27 (per shuriken) 81 (per shot) |
✓ (x2) | 60 meters per second | 0.175 meters | 1.47 shots/s | 24 | 1.5 seconds | |||||
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110 | ✕ | 5 meters | 1.437 swings/s on average. | ||||||||
![]() Hanzo |
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125 (max charge) 25 (min charge) |
✓ (x2) | 110 m/s (max charge) 25 m/s (min charge) |
0.1 meters | 0.77 shots/s (max charge) 2 shots/s (min charge) |
∞ | |||||
![]() Hazard |
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7.5 - 2.25 per pellet 75 - 22.5 per shot |
15 - 35 meters | ✓ (x2) | 140 m/s | 0.05 meters | 1.75 shots/s | 8 | 2.3 seconds | |||
![]() Illari |
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70 - 21 (max charge) 20 - 6 (min charge) |
30 - 50 meters | ✓ (x1.5) | 0.12 meters | 1.11 shot/s (max charge) 2.00 shots/s (min charge) |
14 | 1.8 seconds | ||||
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115 per second | ✕ | 0.25 meters | 15.3 meters | 2.9 seconds (recharge to full) 3.36 seconds (cooldown when fully depleted) | |||||||
![]() Junker Queen |
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8 – 2.4 (per pellet) 80 – 24 (per shot) |
15 – 25 meters | ✓ (x2) | 0.04 meters | 1.33 shots/s | 8 | 1.5 seconds | ||||
![]() Junkrat |
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45 (direct hit) 80 - 10 (splash, enemy) |
✕ | 25 m/s | 0.325 meters (0.16 meters after second bounce) | 2 meters (splash radius) | 1.5 shots/s recovery stops while using melee |
5 | 1.5 seconds animation | |||
![]() Juno |
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6 - 1.8 (per round) 72 - 21.6 (per burst) |
7.5 - 2.25 (per round) 90 - 27 (per burst) |
20 - 35 meters (damage and healing) | ✕ | 0.04 meters | 1.29 shots/s | 180 | 1.8 seconds | |||
![]() Kiriko |
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13 (per talisman) 26 (per burst) |
✕ | 24 m/s (homing) 18 m/s (non-homing) |
None | 35 meters (lock on) | 0.2 seconds (per burst) 1.7 seconds (full clip) |
5 | 0.9 seconds | |||
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60 | ✓ (x2) | 90 m/s | 0.225 meters | 1 shot per 0.5 seconds | 15 | 1 second | |||||
![]() Lifeweaver |
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80 over 0.3 seconds (max charge) 10 (min charge) |
✕ | 60 m/s | 0.25 meters | 30 meters (targeting) | 0.69 shots/s (max charge) 3.33 shots/s (min charge) |
16 | 1.5 seconds | |||
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6 (per thorn) 12 (per shot) |
✓ (x2) | 80 m/s | 0.2 meters | 11 shots/s | 100 | 1.5 seconds | |||||
![]() Lúcio |
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22 (per round) 88 (per burst) |
✓ (x2) | 50 meters per second | 0.22 meters | 1.08 shots/s | 20 | 1.5 seconds animation | ||||
![]() Mauga |
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4 - 1.2 (direct) 15 per second (damage over time) |
30 - 40 meters | ✓ (x2) | 0.04 meters | 18 shots/s | 300 | 2.2 seconds | ||||
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4 - 1.2 | 30 - 40 meters | ✓ (x2) | 0.04 meters | 18 shots/s | 300 | 2.2 seconds | |||||
![]() Mei |
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5 | ✕ | 20 m/s | 0.55 meters | 10 meters | 20 shots/s | 140 | 1.5 seconds animation | |||
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85 | ✓ (x2) | 115 meters per second | 0.2 meters | 1 shot per 0.8 seconds | 140 | 1.5 seconds animation | |||||
![]() Mercy |
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60 per second | ✕ | 15 meters | ||||||||
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20 | ✓ (x2) | 50 m/s | 0.275 meters | 5 shots/s | 25 | 1.4 seconds | |||||
![]() Moira |
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70 per second, then lingers to heal 51 over 3 seconds | ✕ | None | 15 meters | 156 biotic energy | ||||||
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30 per second (self) | 65 per second | ✕ | 20 meters | ∞ | |||||||
![]() Orisa |
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13 | ✓ (x2) | 100 m/s | 0.225 meters | 10 rounds/s | ∞ | 3 seconds (cooldown after overheat) 2 seconds (recharge from full heat) | ||||
![]() Pharah |
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40 (direct hit) 80 – 24.6 (splash, enemy) 20 – 6.15 (splash, self) |
✕ | 40 m/s | 0.325 meters | 2.5 meter radius (explosion) | 1.25 shots/second | 6 | 1.5 seconds animation | |||
![]() Ramattra |
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5 | ✓ (x2) | 80 m/s | 0.15 meters | 25 shots/s | 100 | 1 second | ||||
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65 | ✕ | 105 m/s | 0.575 meters | 10.5 meters | 1.67 shots/s | ∞ | |||||
![]() Reaper |
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5.4 – 1.62 per pellet 108 – 36 per shot |
10 – 20 meters | ✓ (x2) | 0.05 meters | 2 shots/s | 8 | 1.5 seconds animation | ||||
![]() Reinhardt |
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100 | ✕ | 5 meters | 1.04 shots/s | |||||||
![]() Roadhog |
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6.25 – 1.88 (per pellet) 15 – 4.5 (per shrapnel) 160 – 48 (per shot) |
30 – 50 meters | ✓ (x1.5) | 80 m/s | 0.05 meters (pellets) 0.15 meters (shrapnels) |
1.25 shots/s | 6 | 1.75 seconds animation | |||
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6 – 1.8 | 30 – 40 meters | ✓ (x2) | 0.04 meters | 8 shots/s | |||||||
![]() Sigma |
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15 (direct hit) 40 – 12 (splash, enemy) |
✕ | 48 m/s | 0.32 meters | 22 meters | 3 meter implosion radius | 0.67 shots/s | ∞ | |||
![]() Sojourn |
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9 | ✓ (x2) | 160 m/s | 0.175 meters | 15 shots/s | 45 | 1.2 seconds | ||||
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120 - 60 (max charge) 21 - 10.5 (min charge) |
40 – 60 meters | ✓ (x1.5) | 0.14 meters | ||||||||
![]() Soldier: 76 |
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19 - 5.7 | 30 - 50 meters | ✓ (x2) | 0.07 meters | 9 rounds per second | 30 | 1.5 seconds animation | ||||
![]() Sombra |
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8 - 2.4 | 15 - 35 meters | ✓ (x2) | 0.04 meters | 20 shots/s | 60 | 1.2 seconds animation | ||||
![]() Symmetra |
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60/120/180 per second | ✕ | 0.25 meters | 12 meters | 100 | 1.5 seconds animation | |||||
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5 - 50 (direct hit) 5 - 50 (splash, enemy) |
✕ | 50 meters per second | 0.115 - 0.575 meters | Up to 2 meters radius (explosion) | 0.1 seconds recovery for reuse 0.25 s. recovery for use primary |
100 | 1.5 seconds animation | ||||
![]() Torbjörn |
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70 | ✓ (x2) | 70 m/s | 0.18 meters | 1.96 shots/s | 18 | 2 seconds | ||||
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12.5 - 3.75 per pellet 125 - 37.5 per shot |
10 – 20 meters | ✓ (x2) | 120 m/s | 0.05 meters | 1.43 shots/s | 18 | 2 seconds | ||||
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50 (to Torbjörn's turret) | 70 | ✕ | 2.5 meters | 1 swing per ~0.7 seconds | |||||||
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25 (impact) 160 per second, +90 against armor (pools) |
✕ | 40 m/s | 0.205 meters | 2.5 meter interact radius | 1 ammo per 0.144 (if holding primary) 1 ammo per 0.016 (manual rapid fire) |
10 | |||||
![]() Tracer |
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5.5 - 1.65 (per bullet) 11 - 3.3 (per shot) |
10 - 20 meters | ✓ (x2) | 0.04 meters | 20 shots/s | 40 | 1 second | ||||
![]() Venture |
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35 (direct hit bonus) 40 - 12 (explosion) |
✕ | 50 m/s | 0.32 meters | 16 meters | 2 meter explosion radius | 1.43 shots/s | 8 | 1.5 seconds | ||
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130 | ✕ | 24.65 meters radius 2.5m height |
1.11 shots/s | 4 | |||||||
![]() Widowmaker |
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13 - 3.9 | 20 - 40 meters | ✓ (x2) | 0.07 meters | 10 shots/s | 35 | 1.5 seconds animation | ||||
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12 - 6 (at 0% power) 120 - 60 (at 100% power) |
50 - 70 meters | ✓ (x2.5) | None | Up to 1 seconds to charge 0.5 second recovery before it starts charging again recovery stops while zoom in |
35 | 1.5 seconds animation | |||||
![]() Winston |
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70 per second | ✕ | 8 meters | 120 | 1.7 seconds animation | ||||||
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15.93 (min charge) 60 (max charge) |
✕ | 0.33 meters | 40 meters | ||||||||
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50 (melee) | ✕ | 4 meters (melee) | 1 swing per 0.656 seconds | ||||||||
![]() Wrecking Ball |
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5 – 1.5 per shot | 15 – 25 meters | ✓ (x2) | 0.04 meters | 25 shots per second | 100 | 1.6 seconds animation | ||||
![]() Zarya |
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95 per second (at 0%) 190 per second (100% Energy) |
✕ | 0.2 meters | 15 meters | 100 | 1.5 seconds animation | |||||
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55 – 11 (enemy, 0% Energy) 110 – 22 (enemy, 100% Energy) 27.5 – 5.5 (self, 0% Energy) 55 – 11 (self, 100% Energy) |
✕ | 25 m/s | 0.32 meters | 2.5 meter radius | 1 shot/s | 100 | 1.5 seconds | ||||
![]() Zenyatta |
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50 | ✓ (x2) | 90 m/s | 0.225 meters | 1 shot every 0.4 second | 25 | 1.5 seconds animation | ||||
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50 per orb 250 per volley |
✓ (x2) | 90 m/s | 0.225 meters | 1 orb per 0.524 seconds (charging) 1 shot per 0.144 seconds (firing) 0.6 seconds recovery |
25 | 1.5 seconds animation |
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