All powers
Ana

Landing unscoped shots with [Biotic Rifle] grants 10% Attack Speed for 2s, stacking up to 3 times.

While scoped, [Biotic Rifle] will lock-on to allies for guaranteed hits.

[Biotic Rifle] can now critically hit both allies and enemies.

[Sleep Dart] can hit allies, healing 80% of their max Life over 4s instead of putting them to sleep.

[Sleep Dart] explodes on contact, hitting targets within 3m, but Sleep has a 50% reduced duration.

Gain 50 Health. When you apply Sleep to an enemy, gain 10 Health, up to 150.

[Biotic Grenade] grants Overhealth equal to 200% of its healing.

[Biotic Grenade] deals an additional 50 damage over its duration to enemies affected.

[Biotic Grenade] now knocks enemies back and reduces their Move Speed by 50% for 1.5s.

[Nano Boost] also grants the target 20% Ultimate Charge and 200 Overhealth.

[Nano Boost] also applies to yourself for 50% of its duration.

[Nano Boost] also affects other allies in your line of sight, but it has a 50% reduced duration on them.
Ashe

When you reload a shot, heal 3% of your Life.

Each unscoped shot you land increases the damage of the next scoped shot you land by 5%, up to 30%. Resets on reload.

When you deal damage to a Burning enemy with [The Viper], reduce the cooldown of your abilities by 10%.

While scoped, hitting the same target without missing deals 30 extra damage.

[Coach Gun] applies Burning, dealing 100 damage over 5s. If the target was Burning, deal 75 additional damage instantly.

Using [Coach Gun] reloads 2 Ammo. [The Viper]'s next 2 hits deal 40 additional damage over 3s.

[Coach Gun] gains an additional charge.

Shooting [Dynamite] reloads 5 Ammo and reduces the cooldown of [Dynamite] by 3s.

When [Dynamite] explodes on the ground, it leaves lava that Burns enemies for 50 every 1s.

When [Dynamite] explodes, it spawns 3 sticky explosives that deal 66% reduced damage.

You are healed for 100% of [B.O.B.]'s damage dealt and [B.O.B.] is healed for 100% of your damage dealt.

[B.O.B.] costs 50% less Ultimate Charge but has reduced Life, 20% reduced Attack Speed, and is significantly smaller.
Cassidy

After using [Combat Roll], [Peacekeeper]'s next primary fire can auto-aim within 9m while under cooldown.

Eliminating an enemy you've recently critically hit grants 1 Max Ammo for the round.

For each Ammo available, [Peacekeeper]'s primary fire gains 1% increased damage, up to 25%.

During [Combat Roll], prevent all incoming damage. After [Combat Roll] ends, heal 30% of your Life over 3s.

Critical hit reduces [Combat Roll]'s cooldown by 2s.

[Combat Roll] takes you 50% further and deals 65 damage to enemies.

Eliminating an enemy recently damaged by [Flashbang] grants 15% Ultimate Charge.

When you start a [Combat Roll], leave a [Flashbang] behind.

[Flashbang] adds 3 extra Ammo on hit until [Peacekeeper] is reloaded.

While using [Deadeye], gain 100 Overhealth and 25% Move Speed.

Using [Deadeye] slows all visible enemies by 35% for 1.5s.

[Deadeye] eliminations grant 15% Ultimate Charge each.
D.Va

[Fusion Cannon]'s spread is reduced by 66% and damage falloff range is 20m farther.

[Micro Missiles] are replaced with 6 Heavy Rockets, which deal 350% more explosive damage and have 100% increased radius.

Gain 1 extra charge of [Micro Missiles].

When you mitigate 100 damage with [Defense Matrix], automatically fire 2 [Micro Missiles].

[Boosters] leave a trail of lava that deals 30 damage every 1s.

While using [Boosters], [Quick Melee] deals 75% more damage. MEKA Punch eliminations reset the cooldown of [Boosters].

During [Boosters], use crouch to slam the ground, dealing damage equal to 20% of your max Armor and knocking up enemies hit.

[Defense Matrix] heals you for 30% of the damage it blocks.

Increase the size of [Defense Matrix] by 50% and its duration by 25%.

During the first 2s of [Boosters], [Defense Matrix] recovers 125% faster.

When you use [Self-Destruct], allies within [Self-Destruct] radius gain 250 Overhealth for 8s.

[Self-Destruct] explodes 15% faster.
Freja

[Take Aim] explosion radius is increased by 33%. Double this if the bolt is stuck to a target.

When [Take Aim] bolt sticks an enemy, automatically fire 3 additional crossbow shots at them that deal 66% reduced damage.

[Revdraw Crossbow] hits against targets stuck by a [Take Aim] bolt or [Bola Shot] reduce the cooldown of your abilities by 5% and refunds 1 ammo.

When you use [Updraft], fire a [Take Aim] bolt at your crosshair.

While firing [Revdraw Crossbow], your fall speed is decreased by 80%%.

When you use an ability, restore 50% of your Max Ammo.

Every fifth [Revdraw Crossbow] shot fires an additional 2 bolts in a spread that deal 50% reduced damage.

For 2s after using [Quick Dash], [Revdraw Crossbow] hits heal you for 3% of your Max Life.

After using [Updraft], your next [Take Aim] while airborne fires a [Bola Shot] that deals 60% reduced damage instead of an explosive bolt.

[Updraft] launches a wind blast towards your crosshair, knocking back enemies and dealing 40 damage.

[Bola Shot]'s damaging zone deals 50% more damage and lingers for 3s. [Bola Shot] eliminations count towards [Bounty Hunting].

[Take Aim] bolts pierce enemies. Additional explosions deal 66% reduced damage.
Genji

[Shuriken]'s primary fire throws 2 additional [Shuriken] that don't consume any ammo.

Critical hits and [Swift Strike] grant Overhealth equal to 25% of their damage dealt for 5s.

Dealing damage with [Shuriken] grants 2% [Shuriken] Attack Speed for 3s, stacking up to 15 times.

Targets hit by [Shuriken] take 10% more damage from [Swift Strike] for 4s, stacking up to 5 times.

[Swift Strike] deals 25% additional damage over 3s to enemies hit.

After [Deflect] ends, quickly swing your [Dragonblade] once.

Gain 50% Melee Lifesteal and increase [Quick Melee] damage by 25.

While [Deflect] is active, heal for 60% of the damage it prevents.

When [Deflect] stops incoming damage, reduce the cooldown of [Swift Strike] by 1s, up to 5s.

[Dragonblade] swings launch a large piercing projectile that deals 50% of [Dragonblade]'s damage.

+50% Deflected Projectile Speed. During the first 1.5s of [Deflect], automatically deflect projectiles towards enemies.

After using an ability, your next secondary fire throws 2 extra [Shuriken] that seek enemies but deal 50% less damage.
Junker Queen

Eliminations reset the cooldown of [Commanding Shout].

[Rampage] and [Carnage] gives 15% of Max Life as Overhealth per hit.

[Rampage] now also knocks down enemies hit for 1.5s.

[Adrenaline Rush] also heals allies within 12m for 50% of the amount it heals you.

[Scattergun] critical hits against targets within 12m applies [Wound] for 30 damage over 3s.

[Scattergun] critical hits extend the duration of all [Wounds] on the target by 0.5s.

Holding [Jagged Blade] charges it, increasing its damage by up to 35% and causing it to knockback.

Each enemy hit by [Jagged Blade] while it returns to you reduces its cooldown by 1s.

Using [Commanding Shout] causes your [Jagged Blade] to home to a target.

[Carnage] becomes a leaping strike if you jump during its cast time.

[Carnage] gains an additional charge but its cooldown reduction per hit is reduced to 1s.

Using [Commanding Shout] [Wounds] enemies within 10m for 30 damage over 3s.
Juno

[Mediblaster] can now critically hit both allies and enemies.

[Mediblaster] deals an additional 10 damage to enemies over 1s. (Does not stack).

[Pulsar Torpedoes] cooldown is reduced by 0.5s for each target it hits.

[Pulsar Torpedoes] heal for an extra 30 life and causes allies hit to receive 50% more healing for 3s.

[Pulsar Torpedoes] gains 1 additional charge.

During [Glide Boost], every 50 damage you deal reduces the cooldown of [Pulsar Torpedoes] by 1s.

[Glide Boost] gains 2 additional charges and has a 65% reduced cooldown, but has 75% reduced duration.

Reduce [Hyper Ring]'s cooldown by 1s when an ally passes through it.

[Hyper Ring] slows the Move Speed of enemies who pass through it by 35% for 1s.

Allies affected by [Hyper Ring] gain 50 Overhealth.

[Orbital Ray] now follows you and its duration is increased by 35%.

Enemies inside of [Orbital Ray] lose 35% Move Speed. Allies inside of it gain 25% Move Speed.
Kiriko

After reloading, your next 3 thrown [Kunai] explode on contact, dealing 20 damage to nearby enemies.

[Kunai] critical hits decrease active ability cooldowns by 15% and refund 3 ammo.

After using [Swift Step], for 4s, your secondary fire throws 2 additional [Kunai] in a spread that deal 50% less damage.

[Healing Ofuda] bounces to another ally up to 2 times, healing for 30% of the normal amount.

When you use [Healing Ofuda], heal yourself for 5% of your max Life.

When [Healing Ofuda] heals allies, grant them 20% increased Attack Speed for 3s.

[Swift Step] can be used directionally without a target.

After using [Swift Step], create a clone of yourself that lasts for 5s.

[Protection Suzu] gains an additional charge.

When you cleanse negative effects with [Protection Suzu], gain 5% Ultimate Charge for each hero cleansed.

[Kitsune Rush] now also reduces enemies Move Speed by 50% for 2s.

Using [Kitsune Rush] cleanses Kiriko of negative effects, and makes her Invulnerable for 4s.
Lúcio

[Sonic Amplifier] Damage heals all allies affected by [Crossfade] equal to 30% of damage dealt.

When switching to [Healing Boost], [Crossfade] heals for 50% of [Crossfade] healing for every 1s [Speed Boost] was active.

After using an ability, your next [Sonic Amplifier] shot shoots a volley of 6 ammo with 80% increased projectile size.

While above 50% Move Speed, increase damage by 30%.

After using [Amp It Up], trigger a [Sound Barrier] with 85% reduced Overhealth.

While [Wallriding] or airborne, [Soundwave] cooldown refreshes 25% faster and adds 1 Max Ammo per 1s until you reload.

+15% [Amp It Up] Duration While [Amp It Up] is active, [Crossfade] radius is increased by 150%.

After using [Soundwave], heal all allies affected by [Crossfade] for 100% of [Crossfade] healing.

[Soundwave] has 25% increased knockback and deals 25 bonus damage if the target hits a wall.

Gain 1 extra charge of [Soundwave].

20% Ultimate Cost Reduction. Landing on an enemy with [Sound Barrier] deals up to 200 damage.

While [Wallriding] or airborne, gain temporary Overhealth equal to 3% of your life every 1s, up to 30%.
Mei

[Cryo-Freeze] now encases you in a rolling iceball that can knock back enemies and deal 20 damage.

While within [Blizzard], heal 5% of your life every 1s.

Increase your max health by 50% of your ability power.

[Endothermic Blaster]'s secondary fire now shoots a snowball that applies 30% slow for 1s on critical hit.

[Endothermic Blaster]'s primary fire range is increased by 6m.

Gain Armor equal to 5% of the primary fire damage you deal, up to 100, until the end of the round.

Jumping while mid-air creates a large [Ice Wall] pillar under you. (12s Cooldown).

When you use [Cryo-Freeze], reset the next cooldown of [Ice Wall].

[Ice Wall] spawns a mini [Blizzard] that slows enemies.

[Cryo-Freeze] spawns a mini [Blizzard] that slows enemies.

When [Cryo-Freeze] ends, knock back nearby enemies, dealing 60 damage.

Visible enemies within 20m of [Blizzard] are slowed by 25%.
Mercy

[Caduceus Staff] chains to your previous target for 3s, at 50% effectiveness.

Every 1s your Staff is attached, [Caduceus Blaster] gains 4% Attack Speed (stacks 10 times) until you reload or swap to your Staff.

After succesfully using [Resurrect], activate [Valkyrie] for 5s.

You have 3 charges of [Resurrect] with 33% reduced cast time, but their cooldowns only reset at the start of a round.

When [Guardian Angel] ends, heal your target for 4 Life for every 1m you traveled.

When using [Guardian Angel] on allies below 50% Life, [Caduceus Staff] heals them 30% more for 3s.

[Caduceus Staff] targets above 80% Life gain 10% Damage Reduction.

[Sympathetic Recovery] heals for 20% more and heals you even while you are healing a full health ally.

Allies boosted by [Caduceus Staff] gain 20% Lifesteal.

When you [Resurrect] an ally, you both gain 250 Overhealth for 6s.

Healing from [Caduceus Staff] targeting full health allies is converted to Overhealth, up to 50.

While [Valkyrie] is active, the healing and damage boost of [Caduceus Staff] are automatically applied to nearby allies.
Moira

After you spend 50 [Biotic Energy], deal 20% increased damage for 6s.

While aiming at an enemy's head with [Biotic Grasp]'s secondary fire, gain 30% Move Speed, 30% Lifesteal, and restore 100% more Biotic Energy.

After using [Biotic Orb], [Biotic Grasp]'s secondary fire chains to 2 additional targets within 10m for 3s.

[Biotic Orb] launches an additional [Biotic Orb] of the other type with 50% reduced capacity.

[Biotic Orb] launches 2 additional orbs of the chosen type with 85% reduced effectiveness.

When you use [Fade], spawn a stationary copy of the last selected [Biotic Orb] with 50% reduced duration.

While using [Fade], passing through enemies grants 5% Ultimate Charge and Overhealth equal to 15% of your max Life.

[Fade] also phases other allies within 8m for 0.25s and grants them Overhealth equal to 20% of your max Life.

[Biotic Grasp]'s secondary fire can target allies, increasing their damage by 15%.

After you spend 50 [Biotic Energy], launch the last selected [Biotic Orb] with 75% reduced duration.

Allies healed by your [Biotic Grasp] are healed for an additional 25% of [Biotic Grasp]'s healing over 5s.

[Coalescence] can be toggled between pure healing or pure damage, with 30% greater effect.
Orisa

When you [Overheat], apply Burning to enemies within 6m, dealing damage equal to 10% of your max Life over 5s.

When you [Overheat], deploy a Barrier with 600 Health in front.

When you use [Javelin Spin], launch an [Energy Javelin] with 50% less damage.

[Javelin Spin] now deflects projectiles and grants 20% of damage dealt from deflecting as Ultimate Charge.

[Javelin Spin] gains 35% Cooldown Reduction but now generates [Heat].

While [Fortify] is active, [Javelin Spin] and [Energy Javelin] gain 25% Cooldown Reduction.

On impact, [Energy Javelin] will pull enemies within 4m towards itself.

While [Fortify] is active, grant allies in line of sight 30% Move Speed and Overhealth equal to 10% of your max Life.

After [Fortify] ends, gain Shields equal to 50% of the damage received during [Fortify]. Resets when you next use [Fortify].

While [Fortify] is active, heal for 5% of your max Life every 1s.

25% Ultimate Cost Reduction. After using [Terra Surge], reset your ability cooldowns.

When you use [Terra Surge], drop a [Supercharger] that increases the damage of nearby allies by 25%% for 15s.
Reaper

Close-range (7m) [Hellfire Shotgun] hits grant 4% Attack Speed for 1s, stacking up to 10 times.

Using [Wraith Form] increases the number of pellets per shot in your next magazine by 25% and its spread by 50%.

After using [Shadow Step], cast [Death Blossom] for 1.5s with 50%% reduced damage.

After using [Shadow Step], double your Lifesteal for 3s.

Eliminations reset your cooldowns.

After using an ability, your next shot deals 50% additional damage over 3s to enemies struck from behind.

While in [Wraith Form], restore 10% of your Life every 1s. Double this while below 50% Life.

While in [Wraith Form], passing through enemies slows their Move Speed and Attack Speed by 30% for 3s.

Your footsteps and [Shadow Step] are significantly quieter.

[The Reaping] also heals the nearest ally within 10m for 30% of Reaper's damage dealt.

[Hellfire Shotgun] hits have a 10% chance to spawn a Soul Globe. When picked up, restore 25% Life, 25% Ammo, and gain 25% Move Speed for 3s.

Hits with [Quick Melee] mark enemies for 5s. Allies gain 20% Lifesteal against marked enemies.
Reinhardt

While [Barrier Field] is deployed, you heal for 5% of the damage it mitigates and gain 30% Move Speed.

While [Barrier Field] is active, allies within 5m are healed equal to 4% of your max Life every 1s.

Friendly projectiles that pass through your [Barrier Field] deal 15% more damage.

[Charge] grants nearby allies Overhealth equal to 10% of your max Life and 20% Move Speed for 3s.

+50% [Charge] Knockback Power. During [Charge], automatically deploy [Barrier Field].

When you deal damage with [Rocket Hammer] or [Fire Strike], restore health to [Barrier Field] equal to 10% of its max Health.

During [Charge], colliding with a wall triggers an explosion that deals 30% of [Charge]'s pin damage.

[Fire Strike] triggers an explosion the first time it hits an enemy, dealing 15% of its damage in a 3m radius.

If [Fire Strike] is cast twice within 2s, the second strike leaves a trail of lava that Burns enemies for 50% of [Fire Strike] damage.

After using [Earthshatter], every [Rocket Hammer] swing launches a [Fire Strike] for 4s.

When you deal damage with [Rocket Hammer], gain 1% Move Speed and 3% Weapon Lifesteal for 2s, stacking up to 10 times.

Every 3rd [Rocket Hammer] swing applies Burn, dealing 30% [Rocket Hammer] damage over 2s.
Soldier: 76

After using [Helix Rocket], activate [Tactical Visor] for 0.5s.

During [Tactical Visor], [Pulse Rifle] shoots at 1 additional enemy, dealing 50% reduced damage.

During [Sprint], restore 10% of your Ammo every 1s and increase your Max Ammo by 10% until you reload, stacking up to 10 times.

While continuously shooting [Pulse Rifle], each shot grants 0% Weapon Power, stacking up to 100 times.

[Helix Rocket] fires a second homing [Helix Rocket] that deals 70% reduced damage.

Increase [Helix Rocket] explosion radius by 40% and explosion damage by 15%.

When [Helix Rocket] deals damage, create a [Biotic Field] with a 70% reduced duration at your position.

Enemies within your [Biotic Field] take damage equal to 100% of its healing output.

[Biotic Field] moves with you and grants you 20% increased Max Life while active.

During [Sprint], [Biotic Field] cooldown refreshes 150% faster.

Allies in range of your [Biotic Field] when it spawns gain Overhealth equal to 30% of your max Life for 3s.

While in [Biotic Field], critical hits restore 10% Max Ammo and extend the duration of [Biotic Field] by 0.5s, up to 5s.
Zarya

Above 80 [Energy], [Particle Cannon]'s Primary Fire will pierce enemies.

Gain Weapon Lifesteal and Ability Lifesteal equal to 15% of [Energy].

Maximum [Energy] increased to 150. [Energy] always decays above 100 [Energy] at a 150% faster rate.

Gain 15% Attack Speed for [Particle Cannon]'s secondary fire. After using an ability, quadruple this bonus for 5s.

After a [Barrier] is cast, [Particle Cannon]'s next secondary fire spawns a slowing vortex that deals 100 damage over 2s.

+50% [Particle Barrier] Size. Increase [Particle Barrier] Health by 25% of Bonus Max Life.

When [Barriers] expire, grant Overhealth equal to 50% of remaining Barrier Health to the target for 3s

[Barrier] knocks back and deals 25 damage, increased by [Energy], to enemies within 5m every 1s.

[Barrier] heals 25 Life, increased by [Energy], and grants 20% Move Speed while active.

[Projected Barrier] pulls you to the targeted ally and heals you for 20% of Max Life over 3s.

[Projected Barrier] also applies to 1 additional ally within 10m, but has 20% reduced duration.

25% Ultimate Cost Reduction [Graviton Surge] base damage is increased to 30 and increased by [Energy], but has 50% reduced duration.