Ideas for new heroes?

discuss your ideas for possible new heroes, and provide feedback. (yes, the current roster should be balanced first, this is only supposed to be a thought experiment)
here’s one to start:

Character with:

moderate DPS, moderate effective range on primary fire

Short ranged, single-target moderate healing on secondary fire that is aimed like a melee attack, inflicts slowdown on opponents it connects with, though it heals by a small amount

axe melee attack that can stick into walls and allow player and teammates to use it as a ledge, if stuck into a wall melee switches to punching for a duration, with lower damage, until cooldown is up, at which point the axe disappears from being stuck in a wall

dash ability on LShift that can carry a teammate and heal them, or an enemy which heals a small amount, but also disables their offensive capabilities for a short time

self-heal passive that triggers upon first taking damage and then degrades over time, with a cooldown interval so that it doesn’t counter slower fire rates

fairly weak ultimate that buffs and heals allies, and debuffs opponents in a radius around the character

role: versatile

does this sound over- or under-powered?

we need Gerard, there has to be a way to reincorporate him into the game. He and mercy were apart of overwatch. it would be cool to have Amile’s husband in game, since so many characters remember him.

Since he is supposed to be dead, how do you propose that he be shoehorned into the lore, and how would he play as a character, since he was a spy, maybe as a Sombra alternative, although it could be a way to shoehorn TF 2 spy in as well

Well, gerard being dead is what makes him interesting. I mean look at Echo, Sigma, and Reaper. What if he was presumed dead? He was a spy, maybe he went on to be a rouge agent, because if i’m not mistaken, Amelie went back to him and killed him a few days if not a week after he return, anything could have happened at the Chateau.

Gameplay wise- a spy arch type would be insane. imagine a stealth support hybrid: cloaks like Sombra, but instead of hacking he can manipulate the enemy team, and even possibly disguise himself as the enemy team.

Plus, tying him to Amelie and mercy gives the emotional weight. he’s the ghost in both of their stories— what happens when/if he returns? Redemption Arc? Revenge? Betrayal? whatever it maybe id love to see this incorporated.

Would be interesting, maybe he managed to break through to Widowmaker, and she is currently actually a double-agent, as uninspired as that sounds, for the reason that he is still alive, though obviously Overwatch has to keep his survival a secret, as that is the only reason Talon isn’t questioning Widow

exactly, so maybe overwatch knows something that Talon doesn’t know. Are they trying to protect Amelie from Talon? Maybe they have been experimenting on how to bring the old Amelie back. It’s very interesting, however, i don’t see it happening

what would your headcannon be?

New support hero with a long cooldown ability that forces a fire-barrier cage match between the closest two unfriendly characters… for a set amount of time. IE widow is perched… dva comes up and the projected-ability forces them to fight for 6 seconds in a small area.

These are fan-made hero concepts intended as ideas to explore, not finished or balanced hero proposals. The numbers and abilities have only been tested conceptually by me and would require extensive testing and balancing in-game.

I’m mainly interested in whether the underlying mechanics and gameplay loops could bring something new or interesting to Overwatch. I’d love to hear what you think about the concepts themselves.

Kraken — a Tank whose barrier becomes stronger when enemies attack him.

Pyra — a Support whose terrain simultaneously heals allies and damages enemies.

Tempest — a Damage hero who builds and spends Momentum to modify his attacks.

Sanguis — a Support who converts damage dealt into a resource used for healing.

KRAKEN

Role

Tank

Base Health

500 Health
200 Armor


Hero Overview

A living fortress forged from ancient naval technology and advanced oceanic engineering, Kraken dominates the battlefield through relentless frontline pressure and unmatched defensive control.

Unlike traditional tank heroes, Kraken protects allies from the rear. His adaptive barrier grows stronger as he absorbs enemy fire, turning every attack against him into protection for his team.

The longer Kraken survives, the more difficult he becomes to overcome.


Passive

Adaptive Barrier

Kraken’s rear tentacles automatically project an energy barrier behind him.

As Kraken takes damage, the barrier absorbs energy and grows in both size and durability.

Effects

  • 25% of damage taken contributes to barrier generation.

  • Barrier health scales from 800 HP to 1500 HP.

  • The barrier physically expands as its health increases.

  • If Kraken does not take damage for 5 seconds, the barrier gradually shrinks back to its minimum size overtime.

  • By default, the barrier remains positioned behind Kraken, protecting allies in the backline, always active if its not broken.

“The harder you focus Kraken, the harder it becomes to break through his team’s defenses.”


Primary Fire

Mastbreaker

A massive reinforced ship mast wielded as a brutal melee weapon.

Kraken swings the mast in a wide arc, crushing all enemies caught in its path.

Effects

  • 90 damage per swing

  • Hits multiple enemies

  • Wide melee arc

  • Short range


Secondary Fire

Tidal Spout

Kraken compresses seawater within his armor and launches it as a high-pressure blast.

Primarily used to pressure enemies at range, build Ultimate charge, and finish weakened targets.

Effects

  • Fires a concentrated water projectile.

  • Deals 40 damage on impact.

  • Effective at medium range.

  • Stores 2 charges.

  • Charges regenerate every 4 seconds.

  • Projectile fast

  • Slight knockback on enemies hit.

  • Cannot headshot.

“The sea reaches farther than any blade.”


Ability 1

Anchor Slam

Kraken drives the sharpened end of his mast into the ground, unleashing a devastating shockwave.

Effects

  • Deals 60 damage

  • Knocks enemies backward

  • Stuns enemies for 0.5 seconds

  • Kraken gains Fortified for 2 seconds

    • 40% damage reduction

    • Immune to crowd control

    • Cannot be displaced

  • Increases healing received by 15% for 4 seconds

Cooldown

10 seconds

“Stand your ground and weather the storm.”


Ability 2

Tidal Surge

Kraken launches himself forward using powerful tentacle propulsion, crashing through enemies with overwhelming force.

Effects

  • Dash up to 15 meters (can be canceled early)

  • Can traverse vertical terrain and elevated platforms

  • Enemies hit take 40 damage

  • Enemies are pushed aside

  • Enemies that collide with walls take an additional 60 damage

Maximum Damage

100 damage
(40 impact + 60 wall collision)

Cooldown

9 seconds

“No obstacle can stop the tide.”


Ultimate

Leviathan Protocol

Kraken unleashes the full power of his tentacle array, creating an enormous fortress-like energy sphere around himself.

For five seconds, the battlefield belongs to the deep.

Duration

5 Seconds

Effects

  • Creates a massive spherical barrier around Kraken.

  • Barrier health increases to 3000 HP.

  • All enemies within 1 meter of the barrier are instantly pulled inside by the tentacles when activated.

  • Enemies cannot leave the sphere while the Ultimate remains active.

  • Kraken gains 30% increased movement speed.

  • Mastbreaker gains 25% increased attack range.

Ultimate Voice Line

**“THE DEPTHS CLAIM YOU!”

**
Perks

Minor Perks

Reinforced Barrier

Kraken’s Adaptive Barrier converts incoming damage into barrier strength more efficiently.

Effects

  • Damage conversion increased from 25% to 30%

  • Adaptive Barrier reaches maximum size faster

“Every shot fired at Kraken only strengthens his defenses.”


Ocean’s Blessing

The restorative power of the deep enhances all healing received.

Effects

  • Increases healing received by 5%

Recommended Against

  • Sustained damage compositions

  • Long objective fights

“The ocean replenishes what the storm takes away.”


Major Perks

Abyssal Renewal

When Adaptive Barrier reaches its maximum strength, Kraken empowers both himself and nearby allies.

Effects

  • Kraken gains 100 Overhealth

  • Nearby allies gain 50 Overhealth

Restrictions

  • Can only trigger once every 15 seconds

Playstyle

Rewards aggressive frontline play and sustained pressure.

“A rising tide lifts all ships.”


Riptide Engine

Kraken’s propulsion systems are upgraded, allowing for greater battlefield mobility.

Effects

  • Tidal Surge gains a second charge

  • Charges recharge independently

Playstyle

Provides increased mobility for:

  • Engaging fights

  • Chasing fleeing enemies

  • Escaping dangerous situations

  • Rapid repositioning around objectives

“The tide never stops moving.”


Hero Identity

Strengths

:white_check_mark: Exceptional durability
:white_check_mark: Protects vulnerable backline heroes
:white_check_mark: Excellent objective control
:white_check_mark: Strong anti-dive capabilities
:white_check_mark: Powerful crowd-control abilities
:white_check_mark: Scales defensively during long engagements
:white_check_mark: Can build Ultimate charge even at medium range

Weaknesses

:cross_mark: Large target hitbox
:cross_mark: Limited ranged pressure
:cross_mark: Relies on team positioning
:cross_mark: Barrier starts weaker at the beginning of fights
:cross_mark: Vulnerable to coordinated poke damage


Hero Fantasy

Become the fortress.
Absorb the enemy’s assault.
Protect your allies.
Drag your enemies into the depths.

KRAKEN

“No storm is stronger than the sea itself.”

TEMPEST

Role

Damage

Base Health

250 Health


Hero Overview

A former experimental strike operative equipped with advanced magnetic acceleration technology.

Tempest thrives on speed, precision, and momentum. By staying active in combat, Tempest builds Momentum, enhancing mobility and combat efficiency. Skilled players who maintain pressure can become an unstoppable force, darting through fights and unleashing devastating electrical attacks.

“A storm isn’t dangerous because it strikes once. It’s dangerous because it never stops.”


Passive

Kinetic Momentum

Dealing damage generates Momentum.

Momentum rewards aggressive play and gradually enhances Tempest’s combat capabilities.

Effects

  • Maximum Momentum: 100

  • Momentum begins decaying after 3 seconds out of combat

  • Momentum decays at 15 per second

  • At maximum Momentum:

    • +20% Movement Speed

    • +15% Reload Speed

    • Enhanced electrical visual effects

Momentum Generation

  • Arc Driver hit: +2 Momentum

  • Rail Spike direct hit: +10 Momentum

  • Elimination: +20 Momentum

  • Assist: +10 Momentum


Primary Fire

Arc Driver

A magnetic acceleration rifle designed for sustained combat.

Effects

  • Hitscan weapon

  • 20 damage per shot

  • 25-round magazine

  • Medium fire rate

  • Effective at medium range

“Keep moving. Keep firing.”


Secondary Fire

Rail Spike

Fires a charged magnetic projectile fueled by stored Momentum.

Effects

  • Requires at least 25 Momentum

  • Consumes all current Momentum

  • Pierces barriers

  • Medium projectile speed

  • 4-second cooldown

  • Creates Chain Lightning on impact

Damage Scaling

  • 25 Momentum = 60 Damage

  • 50 Momentum = 80 Damage

  • 75 Momentum = 100 Damage

  • 100 Momentum = 120 Damage

Chain Lightning

Upon hitting an enemy:

  • Chains to up to 2 additional enemies

  • Chain range: 6 meters

  • Deals 15 damage to each chained target

  • Cannot chain back to the original target

“The longer the storm gathers, the harder it strikes.”


Ability 1

Overdrive Dash

Tempest rapidly accelerates in any direction.

Effects

  • Dash up to 10 meters

  • Can be used mid-air

  • Reloads 50% of the current magazine

Cooldown

7 Seconds

“Outrun the impossible.”


Ability 2

Magnetic Snare

Deploy a magnetic beacon that disrupts enemy movement.

Effects

  • Attaches to walls, floors, and ceilings

  • Creates a magnetic field for 4 seconds

  • Slows enemies by 25%

  • Reveals enemies inside the field

Cooldown

12 Seconds

“Nowhere left to run.”


Ultimate

Stormfront

Tempest overloads the suit’s systems and becomes a living storm.

Duration

8 Seconds

Effects

  • Infinite ammunition

  • +30% Movement Speed

  • Rail Spike no longer consumes Momentum

  • Rail Spike cooldown reduced by 50%

  • Arc Driver shots chain lightning between nearby enemies

Ultimate Voice Line

“RIDE THE STORM!”


Perks

Minor Perks

Static Charge

Tempest retains Momentum for longer periods of time.

Effects

  • Momentum decay rate reduced by 25%

“A storm never truly fades.”


Enhanced Thrusters

Upgraded propulsion systems allow for greater mobility.

Effects

  • Overdrive Dash distance increased by 25%

“Faster than the lightning.”


Major Perks

Thunderbolt

Rail Spike briefly overloads enemy systems.

Effects

  • Rail Spike direct hits apply a 0.1-second stun

  • Can interrupt certain channeling abilities and ultimates

Examples:

  • Deadeye

  • Coalescence

  • Barrage

  • Death Blossom

  • Terra Surge

“Even the smallest spark can stop a heart.”


Thunderstorm

Rail Spike’s Chain Lightning becomes significantly stronger.

Effects

  • Chain range increased from 6m → 8m

  • Maximum chain targets increased from 2 → 4

  • Chain damage increased from 15 → 20

“One bolt becomes a storm.”


Hero Identity

Strengths

:white_check_mark: High mobility
:white_check_mark: Strong target pursuit
:white_check_mark: Excellent mid-range pressure
:white_check_mark: Rewards accuracy and tracking skill
:white_check_mark: Strong pick potential with Rail Spike
:white_check_mark: High skill ceiling
:white_check_mark: Effective against grouped enemies

Weaknesses

:cross_mark: Relies heavily on aim
:cross_mark: Momentum decays when disengaging
:cross_mark: No self-healing
:cross_mark: Vulnerable to crowd control
:cross_mark: Requires consistent pressure to maximize effectiveness


Hero Fantasy

Build speed.
Build momentum.
Become impossible to catch.
Strike like lightning.

PYRA

Role

Support

Base Health

250 Health


Hero Overview

A former combat engineer who harnesses volcanic energy to shape the battlefield.

Pyra controls space through lava, fire, and mobility while providing sustained healing to allies. By combining restorative volcanic energy with devastating eruptions, Pyra creates safe zones for her team and dangerous terrain for her enemies.

“Fire destroys. Fire protects. It all depends on who controls it.”


Passive

Phoenix Step

Pyra can perform a second jump while airborne.

Upon landing from the second jump, Pyra releases a burst of restorative flame beneath her.

Effects

  • Grants Double Jump

  • Creates a 4-meter flame field on landing

  • Cooldown: 5 seconds

Enemies Inside

  • Take 10 damage

  • Become Burning

Allies Inside

  • Heal 20 Health

“Every landing sparks a new beginning.”


Primary Fire

Molten Shards

Pyra hurls superheated fragments of volcanic rock at enemies.

Effects

  • Projectile weapon

  • 40 damage per hit

  • Medium projectile speed

  • Small splash radius (0.5m)

  • 12-round magazine

  • Effective at medium range

“The mountain remembers.”


Secondary Fire

Restoration Charm

Pyra launches a restorative charm infused with volcanic energy.

Effects

  • Heals 50 Health instantly

  • Heals 30 Health over 2 seconds

  • Total healing: 80 Health

  • Medium projectile speed

  • Passes through allies until it reaches the targeted ally

  • Cannot damage enemies

Healing Profile

  • Strong sustained healing

  • Lower burst healing than Ana

  • Rewards consistent accuracy

“The flame endures.”


Ability 1

Firewall

Deploy a wall of searing flame.

Unlike Mei’s Ice Wall, units can pass directly through it.

Effects

  • Length: 12 meters

  • Duration: 5 seconds

Enemies Touching the Wall

  • Take 50 damage

  • Become Burning

Additional Effects

  • Allies can move through freely

  • Slightly obscures vision

Cooldown

12 Seconds

“Choose your path carefully.”


Ability 2

Afterburn Dash

Pyra propels herself forward using a burst of volcanic propulsion.

A trail of restorative flame remains behind.

Effects

  • Dash distance: 12 meters

  • Can be used in any direction

  • Leaves a flame trail for 3 seconds

Allies Touching the Trail

  • Heal 60 Health over 3 seconds

Enemies Touching the Trail

  • Take 25 damage

  • Become Burning

Cooldown

8 Seconds

“Leave nothing but fire behind.”


Ultimate

Volcano

Pyra ruptures the battlefield, creating a volcanic eruption at a targeted location up to 35 meters away.

The ground cracks apart, spewing lava, ash, and restorative flames across the area.

Duration

5 Seconds

Enemy Effects

  • Initial eruption deals 80 damage

  • Eruption pulses occur every 1 second

  • Each pulse deals 20 damage

  • Applies Burning

  • Burning enemies take 25% increased Volcano damage

  • Lava pools continuously damage enemies standing within the area

Ally Effects

  • Allies within the area receive 75 healing per pulse

  • Burning allies receive 25% increased healing

Ultimate Voice Line

“FROM ASHES, WE RISE!”


Perks

Minor Perks

Winged Ascent

Pyra gains an additional aerial jump.

Effects

  • Double Jump becomes Triple Jump

“The sky belongs to those who reach for it.”


Accelerant Trail

Afterburn Dash leaves a stronger trail behind.

Effects

  • Flame trail duration increased by 50%

“The fire lingers.”


Major Perks

Living Volcano

Molten Shards evolve into explosive fireballs.

Effects

  • Molten Shards apply Burning

  • Splash radius increased by 30%

  • Direct hits apply additional burn damage over time

“Every spark becomes an eruption.”


Volcanic Fury

Volcano becomes dramatically stronger against burning targets.

Effects

  • Volcano damage increased by 30% against Burning enemies

  • Volcano healing increased by 30% on Burning allies

“A single spark becomes an eruption.”


Hero Identity

Strengths

:white_check_mark: High mobility
:white_check_mark: Strong sustained healing
:white_check_mark: Excellent area control
:white_check_mark: Powerful anti-flanker tools
:white_check_mark: Strong objective presence
:white_check_mark: Excellent synergy with Burning effects
:white_check_mark: High skill ceiling through movement and projectile aim

Weaknesses

:cross_mark: Lower burst healing
:cross_mark: Projectile-based healing requires accuracy
:cross_mark: Vulnerable when mobility cooldowns are unavailable
:cross_mark: Relies heavily on positioning
:cross_mark: Limited long-range impact


Hero Fantasy

Control the battlefield with fire.
Keep allies in the fight.
Punish poor positioning.
Turn destruction into salvation.

PYRA

“The brightest flames are the ones worth following.”

__________________________________________________________

SANGUIS

Role

Support

Base Health

  • 250 Health

  • 250 Corrupted Health

Total: 500 Health


Hero Overview

A forbidden biomancer who manipulates life essence itself.

Sanguis sacrifices their own vitality to keep allies alive. Every healing spell drains Corrupted Health, forcing Sanguis to balance aggression and support. To sustain the team, Sanguis must constantly harvest life essence from enemies and convert it into healing power.

“Life is not created. Only exchanged.”


Passive

Blood Debt

Sanguis possesses a secondary resource called Corrupted Health.

Effects

  • Healing abilities consume Corrupted Health

  • Corrupted Health cannot be restored by allies

  • Every 100 damage dealt restores 25 Corrupted Health

  • While out of combat, restores 15 Corrupted Health per second

Starting Health

  • 250 Health

  • 250 Corrupted Health

“Every debt must be repaid.”


Primary Fire

Blood Lance

Launch a projectile of condensed blood energy.

Effects

  • 50 damage

  • Medium projectile speed

  • 8-round magazine

  • Effective at medium range

“Every wound has value.”


Secondary Fire

Crimson Transfer

Transfer stolen life essence to an ally.

Effects

  • Heals 75 Health

  • Consumes 25 Corrupted Health

  • Short-range lock-on healing beam

Emergency State

When Corrupted Health reaches 0:

  • Healing reduced to 40 Health

  • No Corrupted Health cost

Notes

  • Sanguis can always heal, even at zero Corrupted Health

  • Emergency healing is intentionally weaker

“Take what remains of me.”


Ability 1

Blood Harvest

Launch a volatile blood orb that explodes on impact.

Effects

  • Deals 70 damage

  • Instantly restores 50 Corrupted Health

  • Marks enemies for 4 seconds

Mark Effect

  • Damage dealt to marked enemies restores 50% more Corrupted Health

Cooldown

10 Seconds

“Your suffering feeds us both.”


Ability 2

Sanguine Pact

Create a life-link with an ally.

Effects

  • Duration: 5 seconds

  • Redirects 25% of the linked ally’s incoming damage to Sanguis

  • Restores Corrupted Health equal to 25% of the redirected damage

  • Linked ally gains 15% Movement Speed

Cooldown

12 Seconds

“Your burden becomes mine.”


Ultimate

Blood Rite

Sanguis sacrifices immense life energy to empower nearby allies.

Duration

8 Seconds

Ally Effects

  • Heal 50 Health per second

  • Gain 15% Movement Speed

  • Gain 15% Increased Damage

Enemy Effects

  • Enemies in the area deal 15% less damage

Additional Effect

  • Instantly restores 100 Corrupted Health

  • Corrupted Health is not consumed while Blood Rite is active

Ultimate Voice Line

“BLEED FOR EACH OTHER!”


Perks

Minor Perks

Fresh Offering

Blood Harvest restores additional Corrupted Health.

Effects

  • Blood Harvest restores 75 Corrupted Health instead of 50

“Every drop matters.”


Shared Vitality

Sanguine Pact becomes stronger.

Effects

  • Redirected damage increased from 25% → 35%

“No burden is carried alone.”


Major Perks

Hemorrhage

Blood Lance tears open deeper wounds.

Effects

  • Landing 3 consecutive hits applies Bleeding

  • Bleeding deals 15 damage over 3 seconds

“The wound refuses to close.”


Exsanguinate

Blood Harvest becomes dramatically more rewarding.

Effects

  • Marked enemies take 10% increased damage from all sources

  • Eliminating a marked enemy restores 100 Corrupted Health

“Your loss is our gain.”


Hero Identity

Strengths

:white_check_mark: Strong sustained healing
:white_check_mark: Unique resource-management gameplay
:white_check_mark: Rewards aggressive support play
:white_check_mark: Excellent ally protection
:white_check_mark: Multiple ways to restore healing resources
:white_check_mark: Powerful teamfight ultimate
:white_check_mark: High skill ceiling

Weaknesses

:cross_mark: Low mobility
:cross_mark: Requires dealing damage to optimize healing output
:cross_mark: Vulnerable when focused
:cross_mark: Resource management is critical
:cross_mark: Positioning mistakes are heavily punished


Hero Fantasy

Spend life to save life.
Harvest strength from your enemies.
Protect your team through sacrifice.
Turn suffering into power.

SANGUIS

“Nothing is free. Not even survival.”

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