Sombra
Health: 225
Passive: Opportunist - Sombra detects enemies below half health through walls.
Primary Fire - Spread decreased by 10%.
Secondary Fire: Hack - After a brief delay Sombra hacks the target, locking them out of abilities for 1.5 seconds, revealing them, and dealing 25% increased damage to them for 6 seconds. 6 second cooldown. Sombra can not hack the same target twice. Hack is cancelled upon taking damage.
Secondary Alt Fire: Upgrade - After a brief delay Sombra hacks her ally, increasing their rate of fire by 20% for the next 6 seconds. 6 second cooldown.
Shift - Stealth: On a resource, Sombra becomes invisible and gains 60% movement speed for up to 10 seconds. Takes 20 seconds to fully refill. Getting hit in stealth reveals Sombra for 1 second. There is a slight delay before the resource begins to fill once coming out of stealth.
E - Translocator: After throwing, Sombra teleports to the translocator’s position and gains 25 overhealth and 10% of her Stealth resource. 5 second cooldown.
Ult: EMP - Exactly the same.
What do these changes do?
These changes mix both of Sombra’s previous playstyles together to create a hybrid that doesn’t lean into either extreme, but finds a balance between the two. Depending on her invisibility resource, she goes between looking for flanks on the enemy backline and sitting back and providing damage/utility alongside her teammates. Now that her invisibility is on a resource she has to manage, Sombra can not stay constantly invisible throughout a match, giving her more decision making and her opponents clear windows where she is no longer a threat.
By combining Hack with Virus’s damage, her burst/lethality is lowered while being more consistent, making her less of a feast or famine assassin. Her flanks success are no longer contingent on landing virus, but aiming her gun. By decoupling her stealth and translocator from each other, she has much more freedom in how she navigates the battlefield. This allows her to reposition behind enemy lines or back with her team through good resource management to ensure she can continue to provide value when she is low on stealth and can no longer continue flanking.
While Sombra’s burst damage is lower, her consistent output is higher through reduced spread, Hack’s damage amplification, Translocator’s overhealth, and especially her new alt fire Upgrade. This gives her more flexibility outside of flanking, and allows her to contribute more mid-fight pressure or play with her team when she is deterred from flanking.
Overall this rework aims to be a middle-ground between both Overwatch 1 and Overwatch 2 Sombra, and incentivizes her to shift between both playstyles while providing more counterplay and less points of frustration for her opponents.
She no longer is permanently invis. She doesn’t have an egregiously long ability lockout and can not spam it on one player. She has clear windows of downtime where she will no longer be a threat to the backline. Her overall burst when flanking is lower. She has more mid-fight value. She has more utility to offer to her teammates. She has the tools for creative playmaking. She is punishable when she overextends and makes mistakes. She finds the most value when combining both previous Sombra playstyles.
Please keep in mind, numbers are always subject to change. I believe this rework would give us plenty of knobs to tweak to create a fun and fair Sombra. Please share your thoughts and feelings!