Paladins Loadout ideas for Overwatch heroes just cause

Hi. Just throwing out pointless ideas for the hell of it, even though it wouldn’t necessarily make the game better, nor does it seem like the developers would even be capable. This waste of time. wacky idea, err I mean, totally valuable use of time and energy, will be operating on the one legendary talent selection rule and a deck of 5 cards valued 1-5 totaling to a score of 15 no more or less like in Paladins. Cards can be selected of one of the five values. This is just for fun. Oh, and the values I chose account for still being able to swap heroes, and are intended to be imagined with 1-2-2 role lock.

An edit after 7+ hours of deliberation and adjustments: This is now a W.I.P. that is currently only speculating the legendary cards/talents and the cards for the Tank heroes specifically. As it is now 2 in the morning; I shall withdraw from my odd moment of oxymoronic distorted clarity with all of the tank heroes finished. Why did I do this when I don’t even play Paladins anymore and I only play Overwatch? When I could be doing literally anything else? I suppose I had an obsession. Almost, possessed. If you have the patience to sit back and read all of this or even just your favorite tanks, thank you. This will probably have like, 2-3 people see this and react to it before getting buried in posts either meaningful or demanding Sombra nerfs honestly, so in terms of exposure to my thought experiment it will likely be a dud. Nevertheless; I give to you: my uh, concoction.

  • D.va:

Legendary Talents:

  1. Defense Matrix consumption rate reduced slightly (maybe 15%-30% give or take.) while boosters is active.
  2. Micro Missiles has its cooldown reduced by 2s.
  3. Your knockback resistance is 50%, up from the base tank 25%, and have 225 additional Armor, but Boosters cooldown is increased to 4.5 (or 5) seconds. Baby D.va Re-mech ult charge requirement reduced by 20%

D.va’s Cards (no particular order for cards, trying to group them for skills and passives):

  1. Boosters cause 15%/30%/45%/60%/75% more knockback.

  2. Boosters increase movement speed by an additional 4%/8%/12%/16%/20%

  3. Incoming damage from the front while using Boosters is decreased by 3%/6%/9%/12%/15%

  4. Boosters cooldown speed is increased by 25%/35%/45%/55%/65% at or below 30%/33%/36%/39%/42% health. Effect lingers for 0.5 seconds when healed above threshold.

  5. Micro Missiles fire rate increased by 5%/10%/15%/20%/25% (duration and total final damage not increased)

  6. Micro Missiles projectile speed increased by 10/20/30/40/50 meters per second.

  7. Micro Missiles gains a second charge, but the cooldown is increased by 3/2.6/2.2/1.8/1.4 seconds.

  8. Micro Missiles splash radius increased to 1.9/2.3/2.7/3.1/3.5 meters

  9. Defense Matrix resource increased by 4%/8%/12%/16%/20%

  10. Defense Matrix increases movement speed relative to damage absorbed up to 6%/12%/18%/24%/30%. Lingers for 1 second.

  11. 3%/6%/9%/12%/15% of damage eaten by Defense Matrix is converted to self healing over a 2 second period.

  12. Damage from the front while Defense Matrix is active (So beams and melee) reduced by 4%/8%/12%/16%/20%

  13. Maximum Armor increased by 15/30/45/60/75. Baby D.va is granted 5/10/15/20/25 Shields.

  14. Maximum Health increased by 20/40/60/80/100. Baby D.va is granted 2%/4%/6%/8%/10% bonus move speed.

  15. Movement speed penalty while firing reduced to 20%/18%/16%/14%/12%.

  16. Baby D.va movement speed increased by 60%/120%/180%/240%/300% for 2.5 seconds after ejecting. (Going past cap of movement speed bonuses, but not receiving any further movement speed bonus from other movement speed increasing sources while over the cap.)

  • Doomfist:

Legendary Talents:

  1. Hand Cannon projectiles pierce targets and barriers. Landing any as a headshot reduces Power Block cooldown by .7 seconds, up to 4 times per Power Block cooldown. (Does not pierce Defense Matrix, Kinetic Grasp, Javelin Spin, Genji Deflect, and Zarya bubbles)
  2. Overhealth for landing abilities increased to 75 for the first target, and 50 for each subsequent target. Power Block reduces 90% of the damage taken and the movement speed penalty is reduced to 20%. Overhealth cap increased to 400.
  3. Rocket Punch is empowered but not reset by hitting at least 3 enemies with a single Seismic Slam. Ultimate charge requirement reduced by 20%. Meteor Strike duration increased to 6 seconds.

Doomfist’s Cards:

  1. Seismic Slam’s shockwave travels 2/3.5/5/6.5/8 meters farther.

  2. Seismic Slam’s shockwave deals 160%/320%/480%/640%/800% more damage to barriers and 100%/150%/200%/250%/300% more damage to deployables.

  3. Seismic Slam grants 20/40/60/80/100 overhealth when activated

  4. Power Block’s cooldown is reduced by 1/1.3/1.6/1.9/2.2 seconds when Seismic Slam hits an enemy. (Meaning this only procs once.)

  5. Damage sustained from Power Block is healed back over 2 seconds when the ability ends at 75%/95%/115%/135%/155% value. (Only the damage received during the block is converted, not the mitigated damage.)

  6. Activating Power Block grants 20/40/60/80/100 temporary armor when activated that lasts until the ability ends.

  7. Allies within 3/6/9/12/15 meters of Doomfist during Power Block deal 15% more damage and an additional 30% more damage to barriers. Lingers for 2 seconds if Doomfist’s gauntlet gets empowered.

  8. When Doomfist’s gauntlet is empowered (via Power Block or the legendary talent with Seismic slam), allies within 15 meters heal for 25/50/75/100/125 health. Health healed this way can overheal up to +50 of the ally’s maximum health.

  9. Rocket Punch travels 7%/14%/21%/28%/35% further.

  10. Rocket Punch travels 4%/8%/12%/18%/24% faster.

  11. Rocket Punch will damage any barriers it passes through for 360%/420%/480%/540%/600% of its impact damage value.

  12. Rocket Punch’s knockback is increased by 3%/6%/9%/12%/15%. The effect is doubled when Rocket Punch is empowered.

  13. Stun durations and knockbacks on Doomfist are reduced by 8%/16%/24%/32%/40%. (Knockback reduction applied to the knockback value assigned with tank passive.)

  14. Healing you receive is stronger by 4%/8%/12%/16%/20% while at or below 40% health or during Power Block. Increase lingers for 0.4 seconds when criteria is no longer met.

  15. Maximum Health and overhealth threshold are both increased by 25/50/75/100/125.

  16. Eliminations reduce all active cooldowns by 1/1.3/1.6/1.9/2.2 seconds.

  • Junker Queen:

Legendary Talents:

  1. Wound damage healing conversion increased to 400%. Jagged Blade has uncapped maximum range and the recall speed is increased to 70 m/s.
  2. Rapidly firing Scattergun reduces projectile spread angle. Headshot crit multiplier increased to 2.5 times.
  3. Commanding Shout radius increased to 20 meters and now lasts a full 5 seconds for allies. Overhealth gain on allies increased to 75. Self overhealth gain increased to 325. Cooldown reduced to 10 seconds.

Junker Queen’s Cards:

  1. Jagged Blade’s Impact damage is increased by 5/10/15/20/25

  2. Jagged Blade’s pulling Knockback power is increased by 10%/20%/30%/40%/50%.

  3. Jagged Blade’s thrown speed is increased by 4/8/12/16/20 m/s.

  4. Jagged Blade’s impact wound damage is increased by 1/2/3/4/5.

  5. Carnage winds up and swings 12%/16%/20%/24%/28% faster.

  6. Carnage’s Wound damage is increased by 2/4/6/8/10 for the first target struck. (Whichever is considered closer to the center of the attack.)

  7. Carnage’s maximum range is increased by 0.2/0.4/0.6/0.8/1 meters.

  8. Carnage’s impact does an additional 100/150/200/250/300 damage to barriers.

  9. Commanding Shout’s movement speed bonus is increased by an additional 3%/6%/9%/12%/15%, but the cooldown is increased by 1 second.

  10. Commanding Shout’s overhealth for yourself is increased by 30/60/90/120/150, but the cooldown is increased by 1 second.

  11. Commanding Shout’s overhealth granted to allies is increased by 10/15/20/25/30.

  12. Commanding Shout grants Allies a 5%/10%/15%/20%/25% increased reload speed.

  13. Gain 15/30/45/60/75 Armor. Convert 20/40/60/80/100 existing Health into Armor.

  14. Gain a 4%/8%/12%/16%/20% movement speed bonus when landing a quick melee or carnage for 2 seconds. Does not stack with Commanding Shout’s movement speed bonus.

  15. Ultimate charge requirement reduced by 5/8/11/14/17%. Retain 25% ult charge if Rampage is interrupted and no targets were struck.

  16. Allies within 12/14/16/18/20 meters heal from Adrenaline Rush at a 150% damage conversion rate. (150% of the base wound damage, not your current strength of conversion for self.)

  • Mauga:

Legendary Talents:

  1. Chaingun falloff range increased to 55-70 meters. Ignite duration increased to 3 seconds.
  2. +100 max ammo, reload speed decreased to 1.7 seconds. Bullet damage reduced to 3.5 when both chainguns are firing. Movement Speed penalty increased to 35% when firing both chainguns. Ignite duration reduced to 1.5 seconds. 10% movespeed bonus while reloading with 100 or less bullets left.
  3. Cardiac Overdrive’s damage reduction is increased to 45%, and the cooldown is reduced by 2 seconds.

Mauga’s Cards:

  1. Cardiac Overdrive reduces active movement speed penalty by 4%/8%/12%/16%/20%, but Mauga is ignited for the duration and 2 seconds after. (Heartburn sucks.)

  2. Cardiac Overdrive grants 10/20/30/40/50 overhealth to allies in range of the initial cast.

  3. Cardiac Overdrive further decreases incoming damage to self by 1%/2%/3%/4%/5%.

4.Cardiac Overdrive grants 5%/10%/15%/20%/25% increased ultimate charge rate to allies in the radius for damage dealt. Cage Fight ultimate charge cost increased by 5%.

  1. Overrun movement speed is further increased by 9%/13%/17%/21%/25%.

  2. Overrun reduces damage taken by an additional 2%/4%/6%/8%/10%. Overrun’s total damage reduction lingers for 1 second at half value after the ability ends.

  3. Overrun’s turning power is increased by 6%/12%/18%/24%/30%.

  4. Stunning at least 1 enemy with Overrun’s stomp awards an additional 1.5%/2%/2.5%/3%/3.5% ultimate charge. (Percentage of maximum.)

  5. Maximum Health increased by 25/50/75/100/125

  6. 20/40/60/80/100 Health converted to Armor.

  7. Chaingun Ignite duration increased by 0.5/1/1.5/2/2.5 seconds.

  8. Chaingun Ignite requirement reduced by 1/2/3/4/5 successful shots landed.

  9. 3%/6%/9%/12%/15% more healing from other players while at 25% health or below.

  10. Knockback effects reduced by 4%/8%/12%/16%/20%. (Applied after Tank Passive.)

  11. Ultimate Charge requirement reduced by 3%/6%/9%/12%/15%

  12. Active cooldowns reduced by 0.5/1/1.5/2/2.5 seconds with eliminations.

(Doing Mauga sucked due to his simplistic design constraining how crazy you can get with numbers and how creative legendary talents can be.)

  • Orisa:

Legendary Talents:

  1. Energy Javelin can now have the struck target collide with and knock back additional targets for an impact damage of 20 while applying the usual wall collision damage of 40 to any that collide with the wall. Enemies caught in the initial collision suffer impact stun for however much was left on the primary target, with a minimum floor of 0.1 seconds.
  2. Javelin Spin’s cooldown is increased by 2 seconds but the speed boost during the duration is increased to 60%. If at least 150 damage is absorbed by Javelin Spin, Fortify’s cooldown is reduced by 2 seconds and Javelin Throw’s cooldown is reset. Lingering movespeed bonus after the ability ends is increased to 35%.
  3. Fortify’s damage reduction is reduced to 30%, but it grants a 10% movespeed bonus instead of a movement penalty, duration is increased by 1 second, and allies within 8 meters are Fortified for 0.6 seconds upon activation. Augmented Fusion Driver shares its heat with enemies during Fortify, igniting them if 8 shots have landed recently, lasting 3 seconds. (Stolen from Mauga tbh, but who cares?) Terra Surge’s Fortify applies the normal 45% damage reduction.

Orisa’s Cards:

  1. Energy Javelin does 80%/160%/240%/320%/400% more damage to barriers. The cooldown is reduced by 0.5 seconds when colliding with a barrier.

  2. Energy Javelin can headshot for a 1.2X/1.4X/1.6X/1.8X/2X damage multiplier. Projectile radius reduced by 0.1 meters.

  3. Energy Javelin’s impact stun is increased by 0.2/0.4/0.6/0.8/1 seconds. Projectile radius reduced by 0.1 meters.

  4. Energy Javelin’s cooldown is reduced by 0.3/0.6/0.9/1.2/1.5 seconds if it fails to connect with an enemy or barrier.

  5. Javelin spin’s max duration is increased by 0.2/0.4/0.6/0.8/1 seconds.

  6. Javelin Spin grants allies within 8 meters a 6%/12%/18%/24%/30% movement speed bonus for 1.5 seconds.

  7. Javelin Spin has a 6%/12%/18%/24%/30% chance to deflect any gunfire that collides with it.

  8. Enemies struck by Javelin Spin suffer from a 20/40/60/80/100 damage Wound over 3 seconds with no health conversion. Additional hits reset Wound damage to maximum.

  9. Fortify grants an additional 40/80/120/160/200 Overhealth. Values reduced to 20/40/60/80/100 with 3rd Legendary Talent.

  10. Fortify grants allies within 12 meters 15% damage reduction for 1.25/1.5/1.75/2/2.25 seconds upon activation

  11. Fortify grants 120/245/380/530/700 temporary armor, but reduces movement speed by 15%/25%/38%/56%/75%, the duration is reduced by 1.5 seconds, the cooldown is increased by 1 second, and you no longer gain crowd control immunity.

  12. Fortify increases the knockback strength of Javelin Throw by 15%/20%/25%/30%/35%.

  13. Increase base armor by 30/60/90/120/150.

  14. Convert damage mitigated by Fortify to Ultimate Charge at a rate of 15%/30%/45%/60%/75%.

  15. Convert damage negated by Javelin Spin to ultimate charge at a rate of 3%/6%/9%/12%/15%.

  16. Reduce Heat gain rate by 8%/16%/24%/32%/40%.

  • Ramattra

Legendary Talents:

  1. Activating Nemesis form erupts a 7 meter shockwave around you for 40 damage. Pummel strikes travel 12 meters. An additional 5% movement speed bonus is awarded for 0.8 seconds when an enemy is struck by Pummel.
  2. Ravenous Vortex’s Radius is increased to 5 meters, reaches up to the skybox for the entire duration, reduces movement speed by an additional 10%, and lowers healing of enemies inside by 15%. Cooldown reduced by 1 second.
  3. Void Barrier’s cooldown is reduced by 2 seconds and recharges at 1.3X speed while in Nemesis form. Block reduces damage received by 90% and the movement speed penalty is reduced to 30%.

Ramattra’s Cards:

  1. Nemesis Form grants an additional 30/60/90/120/150 armor.

  2. Nemesis Form’s max duration is increased by 1.3/1.6/1.9/2.2/2.5 seconds.

  3. You have an additional 5%/10%/15%/20%/25% knockback reduction while in Nemesis form. (Adds to the tank passive.)

  4. You are healed an additional 4%/8%/12%/16%/20% from allies at or below 50% HP while in Nemesis form. Effects lingers for 0.5 seconds going above threshold.

  5. Void Barrier has an additional 225/450/675/900/1,225 HP.

  6. Void Barrier lasts 0.4/0.8/1.2/1.6/2 seconds longer.

  7. Allies within 4 meters of where Void Barrier is cast gain 25% bonus movement speed for 1/1.35/1.7/2.05/2.4/2.75 seconds.

  8. Void Barrier is 1.1X/1.25X/1.4X/1.55X/1.7X larger.

  9. Ravenous Vortex applies a lingering poison for 100 damage distributed over 8/7/6/5/4 seconds to enemies caught in the initial cast. If survived, 35 HP is then healed back over 2.6/2.2/1.8/1.4/1 seconds.

  10. Ravenous Vortex’s slow radius reaches 0.2/0.4/0.6/0.8/1 meters away from the core radius of the ability.

  11. Enemies caught in Ravenous Vortex will receive 3%/6%/9%/12%/15% more damage from all direct sources that are not from Ramattra. (Poisons, Burns, and Wounds don’t benefit from this. Direct abilities that do flat damage immediately are affected.)

  12. Ravenous Vortex’s slow lingers but decays rapidly over 1/1.5/2/2.5/3 seconds.

  13. Maximum Health increased by 25/50/75/100/125. 15/30/45/60/75 Health converted to Armor.

  14. Passively self heal for 2/4/6/8/10 health per second while at 40% HP or below, uninterrupted by damage. The effects is doubled in Nemesis form. (Anti healing works as normal.)

  15. Allies within 7 meters of Ramattra have 5% reduced incoming damage and 15% increased reload speed. Lingers for 1/1.3/1.6/1.9/2.2/2.5 seconds

  16. Reload 12%/24%/36%/48%/60% faster after an elimination for 4 seconds.

  • Reinhardt

Legendary Talents:

  1. Armor increased by 150. 250 temporary armor gained with Charge. Charge grants crowd control immunity. (Causes a double knockdown on collision with Mauga Overrun, or another CC immune Rein Charge)
  2. Fire Strike projectile speed increased to 35 m/s. Fire Strike damage increased to 135. Each additional enemy hit by the same fire strike receives an additional 20 damage.
  3. Barrier Field size increased by 10%. Barrier field Health increased to 2000. Barrier Health regenerates at a rate of 20 per second while barrier is up.

Reinhardt’s Cards:

  1. Barrier Field’s passive health regeneration is increased by 5/10/15/20/25 per second. (Does not affect 20 per second while barrier is up talent)

  2. Barrier field grants 6%/12%/18%/24%/30% bonus movement speed. (Negating the penalty outright when maxed out.)

  3. Barrier Field HP increased by 150/300/450/600/750.

  4. Barrier Field increases the damage of friendly projectiles passing through by 5%/10%/15%/20%/25%.

  5. Firestrike Ignites enemies it passes through for 1.2/1.4/1.6/1.8/2 seconds.

  6. Hitting at least one enemy with Rocket Hammer reduces the cooldown of firestrike by 0.2/0.4/0.6/0.8/1 seconds.

  7. Firestrike deals an additional 30/60/90/120/150 damage to barriers it passes through.

  8. Firestrike reduces healing by 15%/30%/45%/60%/75% for 1 second when struck.

  9. Charge grants 15/30/45/60/75 overhealth on activation, 30/45/60/75/90 overhealth upon colliding with or pinning an enemy, and 40/80/120/160/200 temporary armor when impacting an enemy to a wall. The extra values last for 2.5 seconds since the last increase, then fall off together.

  10. Allies within 10 meters of Reinhardt gain 5%/10%/15%/20%/25% movement speed and 2%/4%/6%/8%/10% damage reduction for 2.5 seconds when Charge is activated.

  11. Knockback from Charge impacts increased by 40%/80%/120%/160%/200%.

  12. Maximum charge range increased by 6/12/18/24/30 meters.

  13. Maximum Armor increased by 25/50/75/100/125. 20/40/60/80/100 Health converted to Armor.

  14. Maximum Health increased by 30/60/90/120/150. 10/20/30/40/50 Health converted to Armor.

  15. When Barrier Field is completely destroyed, increase Movement speed by 10%/20%/30%/40%/50% for 2 seconds. Half the bonus is applied for half the time to allies within 5 meters.

  16. When Barrier Field is completely destroyed, gain 1.3%/2.6%/3.9%/6.2%/7.5% ultimate charge.

  • Roadhog

Legendary Talents:

  1. Take a Breather forms an 8 meter cloud around Roadhog, healing Allies inside for 20 health per second and providing 15% damage reduction.
  2. Pig Pen arms immediately upon contact with the ground, deals 100 activation damage, deals 55 damage per second, and the slow/dot radius is increased by 1 meter.
  3. Maximum health increased by 150. Scrap Gun’s rate of fire is increased to 1.15/s. Movement speed increased to 5.8 m/s.

Roadhog’s Cards:

  1. Take a Breather further reduces incoming damage by 5%/10%/15%/20%/25%. Take a Breather’s cloud provides allies an additional 1%/2%/3%/4%/5% damage reduction.

  2. Take a Breather slows you for 4%/8%/12%/16%/20%, but heals for 170/180/190/200/210 health per second over the same 2.5 second duration for a maximum resource heal of 425/450/475/500/525 health. Cloud ally healing is increased to 22/24/26/28/30 health per second.

  3. Take a Breather’s maximum resource is increased by 40/80/120/160/200 Health. Duration is extended based on consumption rate. Recharge time is also lengthened.

  4. Take a Breather gains 4%/8%/12%/16%/20% of its resource back instantly when Pig Pen is triggered.

  5. Pig Pen’s cooldown is reduced by 1/2/3/4/5 seconds if destroyed without activating.

  6. Pig Pen has an additional 20% slow from the initial damage that decays over a 0.6/1.2/1.8/2.4/3 second period.

  7. Pig Pen’s trigger radius and subsequent initial explosion is increased by 0.1/0.2/0.3/0.4/0.5 meters.

  8. Heal for 40/80/120/160/200 Health over 4 seconds when Pig Pen is triggered.

  9. The cooldown of Pig Pen is reduced by 0.5/1/1.5/2/2.5 seconds when Chain Hook hooks an enemy.

  10. Chain Hook’s range is increased by 1/2/3/4/5 meters.

  11. Successfully hooking a target with Chain Hook grants 0.6%/1.2%/1.8%/2.4%/3% ult charge.

  12. Hooking a target with Chain Hook grants 3%/6%/9%/12%/15% resource to Take a Breather.

  13. Maximum health increased by 50/100/150/200/250.

  14. Max Ammo increased by 1/2/3/4/5.

  15. Eliminations reduce all active cooldowns by 8%/16%/24%/32%/40% of their current cooldown remaining.

  16. When 400 or more health is lost within 1.5 seconds, increase movement speed by 45% for 1/1.25/1.5/1.75/2 seconds. This effect has a cooldown of 10 seconds.

  • Sigma

Legendary Talents:

  1. Shields increased by 50. Experimental Barrier health increased by 500. Experimental recharge rate increased to 146 health regenerated per second. Experimental Barrier is now recalled with the reload key. Pressing and holding the barrier button again while active will resume the travel path.
  2. Accretion cooldown reduced by 3 seconds.
  3. Kinetic Grasp’s range extended to 4 meters, lasts 1 more second, can be canceled, and applies overhealth as it absorbs damage rather than at the end. Maximum overhealth is uncapped, but overhealth over 400 decays at a rate of 20/s after Kinetic Grasp ends. Experimental Barrier health increased by 150.

Sigma’s Cards:

  1. Experimental Barrier travel speed increased by 3/6/9/12/15 m/s.

  2. Experimental Barrier Health increased by 75/150/225/300/375.

  3. Experimental Barrier redeploy cooldown reduced to 1.85/1.7/1.55/1.4/1.25 seconds.

  4. Experimental Barrier restores 3/6/9/12/15 health per second while deployed.

  5. Accretion’s splash radius is increased by 0.2/0.4/0.6/0.8/1 meters.

  6. Accretion’s movement speed penalty is reduced to only 62%/49%/36%/23%/10%.

  7. Accretion deals 100%/200%/300%/400%/500% more damage to barriers.

  8. Accretion’s travel speed is increased by 2/4/6/8/10 m/s.

  9. An additional 8%/16%/24%/32%/40% of damage absorbed by Kinetic Grasp is converted to overhealth.

  10. Movement speed is increased by 5%/10%/15%/20%/25% while Kinetic Grasp is active.

  11. Resets Accretion’s cooldown if 450/375/300/225/150 damage is absorbed by Kinetic Grasp.

  12. Kinetic Grasp’s damage conversion is decreased by 6%/12%/18%/24%/30%, but the health that would have been converted to overhealth is instead given at 4X the rate to experimental barrier. Experimental Barrier can be overcharged up to 400 Health this way, but then decays at a rate 40/s back to the usual maximum. (At the end of Kinetic Grasp if not using the legendary talent.)

  13. Health increased by 40/80/120/160/200

  14. Shields increased by 25/50/75/100/125.

  15. Eliminations reduce active cooldowns by 8%/16%/24%/32%/40% of their current remaining duration.

  16. Landing both Hyperspheres directly on the same target reduces Accretion’s cooldown by 0.2/0.4/0.6/0.8/1 seconds.

  • Winston aka Winton

Legendary Talents:

  1. Tesla Cannon’s damage is increased to 75 damage per second from base over a 2.5 second period.
  2. Jump Pack’s landing Knockback is changed to a knockup.
  3. Barrier Projector’s health is increased by 150, and the radius is reduced by 0.5 meters.

Winston’s Cards:

  1. Jump Pack’s movement speed is increased by 1.25/2.5/3.75/5/6.25 m/s.

  2. Jump Pack’s Knockback is increased by 30%/60%/90%/120%/150%. Jump Pack’s Knockup locks enemy air movement control for 0.125/0.25/0.375/0.5/0.625 seconds.

  3. Jump Pack’s Mid-leap collision damage is increased by 280%/560%/840%/1120%/1400%. (Beware of flying gorillas Does not work too close to the ground. How much? I’m not sure; I couldn’t find the average jump height.)

  4. Jump Pack’s falloff radius and maximum radius is increased by 0.1/0.2/0.3/0.4/0.5 meters.

  5. Barrier Projector grants 40/80/120/160/200 Overhealth for 2 seconds when cast.

  6. Barrier Projector’s Health is increased by 50/100/150/200/250 and radius is increased by 0.3/0.6/0.9/1.2/1.5 meters.

  7. Barrier Projector’s radius is reduced by 0.1/0.2/0.3/0.4/0.5 meters.

  8. Movement Speed increased by 10%/20%/30%/40%/50% for 1.25 seconds on Barrier Projector use.

  9. Max range on Tesla Cannon alt fire increased by 15/30/45/60/75 meters. (Poke.)

  10. It takes 0.04/0.08/0.12/0.16/0.2 less seconds to fully charge Tesla Cannon alt fire.

  11. Tesla Cannon Alt Fire costs 1/2/3/4/5 less ammo to fully charge.

  12. Tesla Cannon Alt Fire maximum damage increased by 10/20/30/40/50. (Sniper Monke)

  13. Primal Rage charge requirement reduced by 4%/8%/12%/16%/20% and Primal Rage health increased by 150/300/450/600/750.

  14. Maximum ammo increased by 20/40/60/80/100.

  15. Armor increased by 25/50/75/100/125.

  16. Reload 12%/24%/36%/48%/60% faster for 4 seconds after getting an elimination.

  • Wrecking Ball aka Hammond:

Legendary Talents:

  1. Grappling Claw range increased to 35 meters. Control can be held while grappled to extend grapple range.
  2. Adaptive Shield cooldown reduced by 2 seconds. Adaptive Shield overhealth granted base and per enemy increased to 125.
  3. Rolling movement speed increased to 11 m/s. Maximum rolling speed with and without grapple is unaffected. 125 more shields. Piledriver radius increased by 1 meter.

Hammond’s Cards:

  1. Grappling Claw range increased by 2/4/6/8/10 meters.

  2. Grappling Claw Retraction (and extending) speed increased by 0.2/0.4/0.6/0.8/1 meters per second.

  3. Maximum movement speed increase during Grappling Claw is increased by 5%/10%/15%/20%/25%

  4. Fireball state lingers below required speed for 0.2/0.4/0.6/0.8/1 seconds. (Halted movement or nearly halted movement still negates fireball state instantly.)

  5. Adaptive Shield self duration increased by 1.2/2.4/3.6/4.8/6 seconds.

  6. Adaptive Shield ally gift duration increased by 0.6/1.2/1.8/2.4/3 seconds.

  7. Adaptive shield detection radius increased by 0.5/1/2.5/2/2.5 meters. Bonus is doubled for ally detection and sharing shields.

  8. Maximum overhealth granted to allies increased by 6/12/18/24/30. Overhealth cost increased by 2/4/6/8/10 per ally.

  9. Quad Cannons Spread Angle reduced to 1.9/1.8/1.7/1.6/1.5 degrees.

  10. Piledriver applies an 8%/16%/24%/32%/40% slow to enemies after the air lock for 1.2 seconds.

  11. All forms of locking abilities from enemy sources has a 15%/30%/45%/60%/75% shorter duration.

  12. All forms of debuff except slows (antis burns, poisons) have a 15%/30%/45%/60%/75% reduced duration. Slow durations are only reduced by a third of the value.

  13. Shields increased by 30/60/90/120/150.

  14. Armor increased by 30/60/90/120/150.

  15. Health increased by 50/100/150/200/250. 15/30/45/60/75 Health converted to Shields.

  16. Ammo increased by 16/32/48/64/80.

  • Zarya

Legendary Talents:

  1. Particle Barrier and Projected Barrier cooldowns are separated with a 10 second and 8 second cooldown respectively. Energy decays at a rate of 1.8% per second.
  2. Particle Cannon beam radius increased by 0.3 meters. Particle Cannon beam length increased by 0.5 meters.
  3. Particle cannon alternate fire grants 6% energy upon direct hit. (Which resets the decay delay) Cooldown of both barriers increased by 1 second. 25% faster reload speed for 1.5 seconds after landing alternate fire.

Zarya’s Cards:

  1. Particle Barrier health increased by 10/20/30/40/50.

  2. Particle Barrier cooldown reduced by 0.3/0.6/0.9/1.2/1.5 seconds if popped by excessive damage before expiring. Effect doubled with separated barrier cooldowns.

  3. Particle Barrier increases self movement speed by 4%/8%/12%/16%/20% while active. Lingers for remaining barrier duration if popped before expiring.

  4. Particle Barrier heals you for 25/50/75/100/125 health on activation.

  5. Projected Barrier increases the movement speed of the ally by 6%/12%/18%/24%/30% while active. Effect lost if barrier is popped.

  6. Projected Barrier health increased by 10/20/30/40/50.

  7. Projected Barrier cooldown reduced by 0.2/0.4/0.6/0.8/1 seconds if popped before expiring. Effect doubled with separated barrier cooldowns.

  8. Allies in projected Barrier gain 6%/12%/18%/24%/30% more ult charge for damage and healing dealt while under the effects.

  9. Particle Cannon Alt fire projectile speed increased by 2/4/6/8/10 m/s.

  10. Ammo consumption of Particle Cannon Alt fire reduced by 3/6/9/12/15.

  11. Particle Cannon Alt Fire explosion radius increased by 0.3/0.6/0.9/1.2/1.5 meters.

  12. Projected Barrier targeting distance increased by 3/6/9/12/15 meters. (Yeah that’s a fifth projected barrier card, what of it? This took way longer than I thought. I’m tired lol)

  13. Shields increased by 30/60/90/120/150.

  14. Reduce the strength of received knockbacks by 10%/20%/30%/40%/50%. Applied after Tank passive.

  15. Increased reload speed by 5/10/15/20/25%. (Additive with legendary talent providing bonus reload speed on direct alt fire hit.)

  16. Convert 40/80/120/160/200 Health to Shields. (What’s that? She only has 175 Health in Open Queue? Who plays that unless to goof off on DPS only or to play Mini Goats? Doesn’t matter, don’t care it’s almost 2 in the morning.

Why did I do this?

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