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General


























[Quick Melee] damage heals for 25 Life.


Reduce the time before your Life begins regenerating by 33%.




Health Packs grant 20% Move Speed for 5s and 50 Overhealth.



When affected by Stun, Sleep, or Hinder, restore 10% of your max Life over 3s.



When you deal Weapon Damage or Healing, gain 5% Ability Power for 3s, stacking up to 5 times.



Dealing Ability Damage applies 30% Healing Reduction for 2s.



Dealing Ability Damage slows the target's Move Speed by 20% for 3s.



After using an ability, your next 3 instances of Weapon Damage deal additional damage equal to 3% of the target's Life.





While healing an ally below 50%% Life with your Weapon, deal 15% increased Weapon Healing.


The first time you would die each round, revive instead with 250 Life after 3s.


Ignore 50% of Armor's damage reduction.


Deal 10% increased damage to enemies below 30%% Life.











When you spend your Ultimate Charge, grant nearby allies 75 Overhealth for 3s.


After healing an ally, gain 10% Attack Speed for 3s.



Dealing Weapon Damage negates 10% of the target's bonus Attack Speed and increases your Attack Speed by 10% for 2s.



Restore 3% of your Life every 1s.





While at full Life, Lifesteal grants up to 100 Overhealth.


When you die, gain 15% Ultimate Charge.



When you use an ability, restore 10% of your Max Ammo.


When you use an ability, gain 10% Move Speed for 2s.



Dealing Weapon Damage to Barriers has a 50% chance to restore 1 ammo.



After spending your Ultimate Charge, gain 100 Overhealth for 3s.


When you use an ability, your next instance of Weapon Damage or Healing deals 25 bonus damage or healing.


After dealing damage to Shields or Armor, gain 15% Attack Speed for 1s.


Convert 100 Health into Armor.


Convert 100 Health into Shields.


While you have Armor, take 10% reduced Weapon Damage.


While you have Shields, take 15% reduced Ability Damage.


Deal 5% increased Weapon Damage for every 100 Max Life the target has more than you, up to 20%.



When you use an ability, restore 50 Armor or Shields over 2s.











When you use an ability, gain 5% Weapon Power for 3s, stacking up to 3 times.



When you use an ability that heals, reduce its cooldown by 5% for each unique ally it heals.


Ability Damage and Healing grants 20% more Ultimate Charge.


The last enemy to deal a final blow to you is Revealed when nearby. Deal 10% more damage to them and take 10% reduced damage from them.






When you use an ability, gain 25 Overhealth for 3s.


Critical Hits apply 30% Healing Reduction to the target for 2s.


While below 30% Life, gain 10% Damage Reduction.



Critical Hits reveal the target for 3s.








While at 100%% Ultimate Charge, gain:



Passive Life Regeneration can overheal up to 75.



While you are above 80% Life, gain 10% Ability Power.



While you are below 150 Life, gain 15% Weapon Lifesteal.



Weapon damage to airborne enemies deal 25% bonus damage over 3s.



Once per life, if you take damage that would reduce you below 30% Max Life, first gain 300 decaying Overhealth.



Prevent 15% of incoming damage and instead take that prevented damage over 3s.


You take 20% reduced damage from Critical Hits.



[Melee] Damage grants 10% Move Speed and restores 5% of Max Life over 2s.


When you take more than 100 damage at once, restore 20% of damage taken and start regenerating your Shields.


When you take damage, gain 0% Damage Reduction for 1s, stacking up to 20 times.

Eliminations grant 10% Attack Speed and 15% Move Speed for 3s.

At the start of the round and everytime you respawn, gain 100 unrecoverable Overhealth.

While on the Objective, restore 8 Life every 1s.

After you spend your Ultimate Charge, gain 25 Armor and 10% Ability Power for the rest of the round.


At the start of the round and when you first respawn, gain 20% Move Speed for 10s while out of combat.


Enemies below 30% Life are Revealed to you.
Ana





Jumping in mid-air will dash you a short distance.


Unscoped [Biotic Rifle] projectiles are 100% larger.


[Sleep Dart] direct hit deals 100 bonus damage.


While affected by [Biotic Grenade], Ana gains 150 Overhealth.



Deal 20% more damage to airborne enemies.


Landing a [Sleep Dart] on enemy reduces its cooldown by 30%. Does not stack.


For each enemy or ally affected by [Biotic Grenade], gain 5% Attack Speed, up to 25%.


[Biotic Grenade] cooldown is reduced by 2s for each target it hits.


Unscoped [Biotic Rifle] shots have a 50% chance not to consume ammo.


[Nano Boost] can target allies through walls and its range is increased to 60m.

[Sleep Dart] gains: 500% Collision Size 100% Projectile Speed 20% Sleep Duration



Ashe


[The Viper], [Coach Gun], and [Dynamite] deal 10% more damage to enemies that are below you.


Your Burning effects gain 35% Lifesteal.





After using [Coach Gun], gain 20% Move Speed for 5s and reload 25% of max ammo.


Damage dealt to Burning targets grants 20% more Ultimate Charge.


Deal 20% increased damage to Burning enemies.





[Coach Gun] has 50% increased self knockback.


Gain 3% Attack Speed for each remaining Ammo above 50% of your Max Ammo.


When the target is further than 10m, scoped shot gains 1% damage for each meter.


When the target is within 10m, unscoped shot gains 25% increased damage.



When [B.O.B.] finishes charging, [B.O.B.] gains 300 Armor.



Cleansed Burns grant 3% Ultimate Charge.
Cassidy


[Deadeye] eliminations reward extra 500 Stadium Cash each.



[Flashbang] explosion radius is increased by 50%.


Take 25% less damage from enemies farther than 12m.


Deal 15% increased primary fire damage to enemies in the Damage role.


Reloading within 6m of an enemy adds 20% of Max Ammo as extra Ammo.


Heal 10 Life for each Ammo loaded using [Combat Roll].


[Combat Roll] reduces [Flashbang] cooldown by 2s.


[Deadeye] eliminations reduce [Flashbang] max cooldown by 10%, up to 40% for the round.
D.Va

Every 200 damage you mitigate with [Defense Matrix] reduces [Micro Missiles] cooldown by 1s.


When you use [Boosters], other allies within 16m gain 25% Move Speed for 2s.


The quantity and duration of [Micro Missiles] is increased by 20%.


If your [Mech] detonates while mid-air, increase [Self-Destruct] explosion damage and range by 100%.


Gain 10% of damage mitigated by [Defense Matrix] as Ultimate Charge.





When you mitigate damage with [Defense Matrix], gain Shields equal to 10% of the damage mitigated, up to 100. Resets when your [Mech] is destroyed.


When you eject from your [Mech], gain [Nano Boost] for 4s.

[Micro Missiles] deal 25% increased damage and have significantly increased knockback.


Using [Self-Destruct] drops lava nearby that deals 80 damage every 1s.


[Fusion Cannons] can now be fired while using [Defense Matrix].


When you deal damage to Barriers while in your [Mech], gain Shields equal to 10% of the damage dealt, up to 200. Resets when your [Mech] is destroyed.


While [Defense Matrix] is active, gain 65% damage reduction against beams.


[Light Gun] gains a secondary fire, which charges up to fire a explosive piercing shot that deals 80 damage. Doesn't generate Ultimate Charge.
Freja



While momentum is slowed by [Take Aim], restore 5% Max Life every 1s.


When [Take Aim] bolt sticks an enemy, increase your Attack Speed by 20% for 3s.






Eliminations reset both charges of [Quick Dash] Cooldown.


[Take Aim] bolt sticks and explosions slow enemies by 30%, but takes 1s longer to explode.






After using [Updraft], reset [Quick Dash] and gain 50 Overhealth for 5s.



Enemies with a Bounty of 750 or more are Revealed to you within 40m. Eliminating them grants 350 additional Stadium Cash.


[Bola Shot] pulls in nearby enemies even when it misses with 50% reduced pull strength.
Genji

[Swift Strike] cooldown is reduced by 50% if it deals no damage.



Damaging an enemy with [Swift Strike] restores 20% of your ammo.


Gain an additional jump.





During [Swift Strike], deflect incoming projectiles toward your reticle.


Convert 100 Health into Armor. When you spend your Ultimate Charge, restore your Armor fully.






While climbing, restore 20% of your ammo every 1s.





While climbing, heal 5% of your Life every 1s.






[Quick Melee] can critically hit when striking enemies from behind, dealing 50% increased damage.



[Deflect] now blocks Beam attacks.
Junker Queen



[Commanding Shout] will affect allies that are out of line of sight.


Gain 5% Weapon Power for each enemy with a [Wound] within 12m.


[Jagged Blade]'s pull strength is increased by 35%.


While not holding [Jagged Blade], [Quick Melee] deals 75% more damage and knocks back.


While casting [Rampage] or [Carnage], gain 75% Damage Reduction.



When you [Wound] an enemy, gain 10% Attack Speed for 4s, stacking up to 3 times.


While within 12m of an enemy with a [Wound], gain 5% Move Speed and 10% Attack Speed.



[Carnage] and [Jagged Blade] impact damage grants Overhealth equal to 40% of damage dealt.


[Commanding Shout] grants you 15% Attack Speed.



Allies affected by [Commanding Shout] are healed for 5% of Junker Queen's life every second.



[Rampage] and [Carnage] hits grant 10% Attack Speed for 4s.



When knocked back, gain 25% increased Move Speed for 3s.


When [Wound] gets removed instead of expiring, gain 10% of Max Life as Overhealth, up to 150.
Junkrat



Enemies that trigger [Steel Trap] Burn for 75 damage over 3s.




If [Concussion Mine] is 5m above the ground when detonated, increase its explosion radius by 25%.







After detonating [Rip Tire], trigger [Total Mayhem] after 0.5s.







[Steel Trap] refunds 33% cooldown when destroyed.



For each target detonated by [Concussion Mine], gain Overhealth equal to 5% of Max Life for 3s.



Deal 10% increased damage and 25% [Quick Melee] damage to enemies that are airborne.



After detonating [Concussion Mine], your next 2 [Frag Launcher] shots gain 200% Projectile Speed and deal 10% increased damage to airborne enemies.



Whenever [Total Mayhem] deals damage, gain 3% Ultimate Charge.


When [Steel Trap] triggers, reveal the target and gain 25% Move Speed and 10% Attack Speed for 3s.
Juno



After using [Pulsar Torpedoes], gain 25% Attack Speed for 4s.


During [Glide Boost], gain 20% Attack Speed and your [Quick Melee] knocks enemies back.


Allies affected by [Hyper Ring] restore 25 Shields every 1s.


[Mediblaster] deals 15% increased damage and healing to targets farther than 12m away.


While aiming [Pulsar Torpedoes], gain Overhealth equal to 25% of your max Shields.


[Pulsar Torpedoes] explode on hit, dealing 20 damage.



During [Glide Boost], gain 10% Damage Reduction.


[Orbital Ray] gains 25% increased healing.



When you use [Orbital Ray], reset your cooldowns.


While airborne, [Mediblaster] deals 15% more damage.


During [Glide Boost], gain 10% Damage Reduction.



Kiriko


[Swift Step] heals nearby allies by 120 Life over 2s.





When you heal an ally, grant them 10% Move Speed for 3s.


Gain the ability to [Double Jump].





[Kunai] bounce off surfaces 1 time.


[Protection Suzu] grants 100 Overhealth for 5s.


When you deal damage, gain 200% [Healing Ofuda] Projectile Speed for 5s.



Allies affected by [Kitsune Rush] are healed for 80 every 1s.


After using [Swift Step], gain 100 Overhealth for 4s.


[Protection Suzu] grants 25% Attack Speed and 25% Move Speed for 4s.

When you use an ability, gain 20% Attack Speed for 3s.


After using an ability, restore 100% of your ammo.
Lúcio


After [Wallriding], gain 30%% Move Speed for 2s.


After [Wallriding], gain an additional jump while airborne.


When allies leave your [Crossfade] area, the effect lingers for 2s.


[Sonic Amplifier] projectiles ricochet off walls 3 times.



While in [Speed Boost], [Soundwave] also knocks you back.






[Sound Barrier] effectiveness is increased by 25%% for every 1s [Sound Barrier] is channeled, up to 50%.


Environmental Kills grant [Nano Boost] for 5s.



After using [Soundwave], your next [Quick Melee] grants decaying Overhealth equal to 200% of damage dealt.
Mei

On near death, go into [Cryo-Freeze] and gain 15% Ultimate Charge. Can happen once every round.


Ability Power is increased by 5% per each spawned Ice Pillars.


[Ice Wall] Duration is increased by 1s and health is increased by 100%.


[Cryo-Freeze] duration is increased by 25%.


While [Blizzard] is activated, gain 10% Attack Speed.


[Blizzard] deals 100% increased base damage.


Frozen ground increases Mei's Movement Speed by 35%.


Primary fire and [Blizzard] can remove burn.


Max Ammo is increased by 75% but reloading takes 50% longer.
Mercy

While airborne gain: 5% Weapon Power 10% Attack Speed


While affected by [Angelic Descent], continuously gain 10% Move Speed every 1s up to 60%.








[Guardian Angel]'s cooldown starts as soon as you jump or crouch.


While affected by [Angelic Descent] or [Guardian Angel], heal 3% of your Life every 1s.





Your launch velocity is increased by 25% when canceling [Guardian Angel] with crouch or jump.







[Caduceus Blaster] has a 10% chance to fire an extra shot that doesn't consume additional ammo.
Moira











[Biotic Grasp]'s secondary fire restores 50% more [Biotic Energy].


[Biotic Orb] moves 50% slower while it is healing or dealing damage.


During [Coalescence], gain free flight.


While using [Fade], you jump 30% higher.



When you use [Fade], refill your [Biotic Energy].



Allies healed by [Coalescence] deal 15% increased damage.
Orisa


Recover from being [Overheated] 50% faster.





While using [Javelin Spin], gain free flight and 20% Move Speed.


[Fortify] grants additional Overhealth equal to 10% of your max Life.


When you deal damage with [Energy Javelin], heal 10% of your max Life over 3s.


When you use [Fortify], allies within line of sight gain Unstoppable for 2s.


[Energy Javelin] cooldown is reduced by 15%, but each use generates 25 [Heat].


Critical hits reduce your [Heat] by 5%.




Deal 25% more damage to enemies farther than 12m away.


After using an ability, restore Armor equal to 3% of your max Life.


[Energy Javelin] deals 25% increased damage to enemies farther than 12m away.


While [Javelin Spin] is active, gain 50% damage reduction from beams.
Reaper







Using [Shadow Step] restores 100%% of your ammo.



[Death Blossom] gains 4% Ability Power for each enemy within its range.


While using [Wraith Form], gain the ability to fly and gain 20% Move Speed.


While below 50%% Life, gain 20% Move Speed.








After using an ability, nearby enemies are Revealed to you for 3s.



Each [Death Blossom] elimination increases your Health by 25 until the end of the round, up to 75 Health.



When [Death Blossom] starts, gain Overhealth equal to 5% of your max Life for each enemy within its range.


Every 3rd shot fires both of your [Hellfire Shotguns]. The extra shot does not consume ammo but deals 80% reduced damage.



Reduce effectiveness of enemy slows by 50%.
Reinhardt




For each additional enemy [Fire Strike] damages beyond the initial target, reduce [Fire Strike] cooldown by 5%.


While [Barrier Field] is deployed, you gain 30% Move Speed.


Holding crouch increases the height of your next jump by up to 200%.



You can now fly during [Charge].


[Barrier Field] regenerates 50% faster and begins regenerating 50% sooner after being destroyed.


If [Charge] is interrupted by the enemy, refund 50% of [Charge] cooldown.


Using [Charge] cleanses all negative effects.



When you deal damage with [Rocket Hammer], reduce the cooldown of your abilities by 1s.


Gain 3% Attack Speed every 100 missing Life, up to 30%.













Increase [Barrier Field] Health by 100% of your max Life.
Sigma





When you deal damage with [Accretion], gain 5% Ability Power, stacking up to 4 times. Resets on miss.


While behind [Experimental Barrier], gain 5% Weapon Power and Attack Speed. While in front of [Experimental Barrier], gain 10% Move Speed and Weapon Lifesteal.


[Experimental Barrier] heals nearby allies for 3% of your max Life every 1s.



While [Kinetic Grasp] is active, reduce incoming Beam damage by 50%.












[Gravitic Flux] levitates enemies for 25% longer. Enemies affected take 20% increased damage from [Hyperspheres].
Soldier: 76



When you use [Helix Rocket], restore 20% of your ammo.




When you damage yourself with [Helix Rocket], it knocks you back 200% further.



[Biotic Field] heals allies below 50%% Life 10% more.










While using [Sprint], gain Overhealth equal to 5% of your max Life every 1s, up to 25%, for 5s.



When you spend your Ultimate Charge, reset all cooldowns. While [Tactical Visor] is active, gain 20% Cooldown Reduction.
Zarya



[Particle Cannon]'s secondary fire self knockback is increased by 100% and no longer damages yourself.


[Energy] cannot be reduced below 20


[Particle Cannon]'s primary fire range is increased by 20%


Consecutive [Particle Cannon] secondary fire shots consume 20% less Ammo, up to 60%, for your current magazine.



After using a [Barrier], start regenerating Shields instantly.



While [Particle Barrier] is active, become Unstoppable and [Quick Melee] knocks back enemies.



Restore Life equal to 30% of damage mitigated by [Projected Barrier].







After [Particle Barrier] is destroyed or expires, gain decaying Overhealth equal to 50% of damage mitigated during [Particle Barrier] for 3s.
Zenyatta



While [Transcendence] is active, its radius increases by 1m every 1s.


While airborne, hold Jump to hover for up to 3s.


When your Shields are depleted, knock back nearby enemies, dealing 80 damage. Can only trigger every 6s after Shields are fully restored.


For every 50 Armor you have, gain 5% [Quick Melee] Damage.


After using [Harmony Orb] or [Discord Orb], gain 100% Projectile Speed for 3s.


When you charge an orb with [Orb of Destruction]'s secondary fire, restore for 3% of your Life.



[Orb of Destruction]'s secondary fire charges 20% faster.


[Harmony Orb] heals airborne allies for 15% more.


Increase your healing by up to 20%, based on how close you are to your target.


Eliminating an enemy affected by [Discord Orb] grants 5 Armor for the rest of the round, up to 50 Armor.



Targets affected by [Discord Orb] are Revealed.



Allies affected by [Transcendence] have their cooldowns refresh 15% faster.


After [Transcendence] ends, gain Overhealth equal to 100%% of the healing it did.


Allies affected by [Harmony Orb] take 10% reduced Ability Damage.