I’ve got Reworks, Original Concepts, Reworks of Original Concepts.
Take your Pick, leave Constructive Criticsm, just Keep it Civil.
Tanks (21)
Apollo
Name:
Titos Banatos.
Class:
Tank.
Health:
200 Base, 200 Shield.
Primary Fire, Bayonet:
Apollo uses a small knife on the end of his rifle to stab any nearby enemies.
Secondary Fire, Scope:
Apollo extends his ocular ports, allowing him to zoom-in on whatever he is aiming at. Using Primary Fire whilst scoped lets Apollo shoot his rifle.
Primary Ability, Ammunition Specialist:
Apollo can cycle between his Regular, Piercing and Explosive Bolts. Regular Bolts can headshot, are hit-scan and use the least amount of energy. Piercing Bolts can’t headshot, are hit-scan, use more energy and can pierce through enemies and barriers. Explosive Bolts can’t headshot, are projectile, use the most energy, but can be used to rocket jump. Apollo can’t reload, instead his energy automatically recharges after not firing for several seconds.
Secondary Ability, Orb of Protection:
Apollo can send his Orb of Protection out to any teammates, similarly to Zenyatta’s Orb of Harmony. The Orb will grant 50 temporary health that will regenerate when not taking any damage.
Passive Ability, Personal Barrier.
Whenever Apollo uses his scopes, his Orb of Protection grants him a personal barrier on the end of his rifle. He cannot use this barrier when the Orb of Protection is on another player.
Ultimate Ability, Scatter Bolts:
For a short duration, Apollo can fire several bouncing bullets that will ricochet off of any surface. Upon activating this ability, Apollo will also instantly recharge half of his energy. The Scatter Bolts use up the same amount of energy as his Piercing Bolts.
Description:
Apollo is a large, light blue robot with white Pauldrons, painted to look like Ancient Greek Pottery. His right forearm can open up to reveal a built-in rifle with a blade on the end. His face is devoid of most features, instead containing 3 circular ‘eyes’ going down the middle of his head. These circles have built-in scopes and can extend outwards to zoom-in. He also carries around an Orb of Protection, a souvenir from his time studying under Mondatta. He believes strongly in the Iris, a peaceful robot religion stating that Omnics have souls and deserve equal rights. He vows to protect all those in need and shall only take a life to save another.
Atomizer
Name:
Primary Facility Operating Commander - 02.
Class:
Tank.
Health:
300 Base, 175 Shield.
Primary Fire, Electron Accelerator:
Atomizer shoots a focused beam of electricity that does lingering damage to the target enemy. If any enemies come into contact with the target, they will also receive damage.
Secondary Fire, Plasma Orbs:
Atomizer shoots a large Electrical Orb that floats in a straight line at a moderate Speed. It knocks back any Enemies who touch it and if Atomizer shoots it with their Primary Fire, it will explode.
Primary Ability, Atomic Division:
Atomizer charges up their Electron Accelerator, before creating a passable tunnel through any surface.
Secondary Ability, Conductor:
Atomizer can place up to five Conductors on any surface. If Atomiser shoots one of the Conductors, it will cause a chain reaction, sending a bolt of electricity to every nearby Conductor, creating an instant tripwire network.
Passive Ability, Resistor:
All attacks will slow enemies by 10%.
Ultimate Ability, Circuit Breaker:
Atomizer channels all of their energy into their Electron Accelerator, sending an electrical signal to any single teammate. Atomiser cannot attack during this ability, but both Atomiser and their targeted ally become completely impermeable whilst in range of each other.
Description:
Atomizer is a bulky, black steel robot built by Inferno. They have two large Tesla coils protruding from their back, as well as a connecting line of pylons built along their shoulders and arms. Their head is flat, with 5 spherical ‘eyes’ on the front. The majority of their body floats around, held together by their own Electromagnetism. They speak in a very deep, monotone voice and are very sarcastic.
Bastion Rework
Name:
Bastion.
Class:
Tank.
Health:
200 Base, 300 Armour.
Primary Fire, Configuration: Recon:
Works as normal.
Secondary Fire, Self-Repair:
Bring back self-repair, no clue why it was removed.
Primary Ability, Configuration: Assault:
It is now on a metre, like Defence Matrix. Bastion can freely switch between modes, but can’t stay in Configuration: Assault permanently.
Secondary Ability, Snare Grenade:
Move Bastion’s weird grenade to this empty ability slot. The grenade now shoots out wires that snare and slow down any enemies hit. It can still be used to Rocket Jump, because that’s just fun.
Passive Ability, Ironclad:
Bastion gets Damage Resistance whilst Transformed.
Ultimate Ability, Configuration: Artillery:
Works as normal, maintaining his DPS role damage, otherwise it would become (more) useless.
Description:
Tank Bastion, perfectly balanced, as all things should be.
Crusher
Name:
Richard Petrov.
Class:
Tank, and then some.
Health:
600 Base, 200 Armour.
Primary Fire, Battle Axe:
Crusher swings his large Battle Axe, dealing heavy damage and tons of knockback to anyone hit.
Secondary Fire, Stab:
Crusher jabs with his Battle Axe. It has a long windup, but the force of the attack can stun someone for several seconds.
Primary Ability, Riot:
Crusher can run 15% faster and can shoulder-bash enemies just by walking into them.
Secondary Ability, Pierce:
Crusher lets out a monstrous roar, that gives himself and all nearby teammates the ability to shoot through Armour Health with ease.
Passive Ability, Lots of Pain, Lots of Gain:
Getting a kill adds an extra 100 health to Crusher’s maximum.
Ultimate Ability, Demolish:
Crusher slams his Battle Axe into the ground directly in front of himself, sending anyone in his way back to spawn. It’s a single use, quick charging Ultimate.
Description:
Crusher is a giant brute with an even bigger Battle Axe. He is far from friendly, usually smashing through all of his problems. He deals extremely high damage, crippling anything that’s not a Tank with a single swing, but his attacks are very slow.
Excavator
Name:
Belle Magmastone.
Class:
Tank.
Health:
300 Base, 300 Armour.
Primary Fire, Drill Gauntlets:
Excavator wears a large mining suit that she uses to violently punch through enemy barricades.
Secondary Fire, Blast Mining:
Excavator can throw a small stick of dynamite, which sets nearby enemies on fire, but it can also hurt Excavator herself.
Primary Ability, Tunnelling:
Excavator tunnels underground and can either hide and ambush an enemy, or move around underground for a short duration.
Secondary Ability, Boulder Bowling:
Excavator can pick up and throw a large boulder that smashes through enemy players, piercing and stunning anyone it hits. It does extra damage to deployables and it will be destroyed when hitting a wall or shield.
Passive Ability, Fracture:
Excavator can naturally smash through Armour, without any difficulty.
Ultimate Ability, Landslide:
Excavator shoves her Drill Gauntlets into the ground, before powering them to the max, launching debris all around that slows and damages enemies hit.
Description:
Excavator is a muscular woman who works with heavy equipment in a quarry, which explains where she got her large Drill Gauntlets.
Guardian
Name:
Serina Dawn.
Class:
Tank.
Health:
300 Base, 250 Armour.
Primary Fire, Rocket Blade:
Guardian swings her large energy sword, performing a fast, 180-degree swing.
Secondary Fire, Spinning Strike:
Guardian performs a 360-degree spin with her sword, before slamming it into the ground in front of her.
Primary Ability, Emboldened:
Guardian can share her stored Determination, temporarily giving damage resistance to all nearby teammates. All players share the same Determination resource, which will drain faster when taking damage. Guardian can freely cancel this ability to avoid wasting her charge.
Secondary Ability, Blade Toss:
Guardian throws her sword, spinning and piercing multiple enemies, before returning to her. The sword will return after a certain distance, or it can be manually returned. Guardian cannot use her Primary or Secondary Fire whilst her sword is airborne, duh.
Passive Ability, Determination:
If Guardian or any of her nearby teammates attack the enemy, she builds Determination.
Ultimate Ability, Adrenaline:
Guardian gets a speed boost and can freely dash towards enemies by using the ability again, dealing heavy impact damage.
Description:
Serina Dawn is an aspiring crusader. She wants to protect her country of Germany, just like they did before her, even replicating the armour to the best of her ability. The shield wasn’t within her budget. She also carries around a large Rocket Blade instead of a Rocket Hammer.
Inferno
Name:
Kaan Karlikli.
Class:
Tank.
Health:
300 base, 400 armour.
Primary Fire, Flame Cannons:
Inferno shoots a cone of fire that can pierce shields. The burn DoT duration is dependent on how long the enemy is hit directly, e.g. five seconds of direct damage = five seconds of DoT.
Secondary Fire, Focus Fire:
Inferno condenses his fire into two plasma beams. They can no longer go through shields and they use a lot more ammo, but they do much higher damage.
Alternate Fire, Welding Tool:
Inferno can switch weapons, pulling out a welding tool. He can use this to repair Omnic Class teammates and deployables.
Primary Ability, Rising Inferno:
Inferno will jump upwards, leaving an explosion where he once stood. While mid-air, Inferno can reactivate the ability and crash back down at a 45-degree angle, dealing heavy impact damage.
Secondary Ability, Napalm Generator:
Inferno throws a canister that roots itself to any surface, before emitting a large aura of flames. The damage ramps-up, so the longer you are inside, the more damage it does. If it runs out of fuel, it will remain stationary until manually retracted by Inferno. It can be refuelled and repaired quickly, but it will require a long rebuilding cool-down if completely destroyed.
Passive Ability, Volatile:
If Inferno is damaged, he will emit a personal aura of flames, igniting all nearby enemies and dealing a fixed five second DoT. This ability has a cool-down.
Ultimate Ability, Wildfire:
Inferno will unleash a tsunami of blue fire that deals massive impact damage and leaves a smouldering trail. It has a fixed range and cannot pass through walls.
Description:
Inferno is a very large, red suit with orange accents. His helmet has a gas mask, four glowing eyes and two horns. He carries around five pressurised gas tanks, four filled with propane and the fifth has oxygen. Black cloaks hang from his large pauldrons. He has four flamethrowers built into the end of each arm, as well as large rockets built into the base of his steel-toed boots. There are pipes all over his body, most are covered in exterior armour plating. Inferno is quick to temper, struggling with his anger. He is an engineering master, thinking up entire schematics in his mind. He brings his pet fox, Smokey, with him everywhere. Smokey stays in a hollowed-out container on the back of Inferno’s armour. Inferno is the Older Brother of Catalyst.
Malice
Name:
[REDACTED]
Class:
Tank.
Health:
375 Base.
Primary Fire, Slash:
Malice strikes in a swinging motion, cleaving through any enemies within close range in a 180-degree angle in front of her.
Secondary Fire, Skewer:
Malice further extends the large green blades embedded in her gauntlets, thrusting her arm forward, skewering anyone in her way up to 15 meters away.
Primary Ability, Bladed Ascent:
Malice can quickly jump upwards, rotating her spider limbs in quick succession, like a rotor blade. Any nearby enemies will take damage and be pushed back.
Secondary Ability, Arachnitron:
Malice locks onto an enemy, before firing an Arachnitron from her shoulder-mounted array. It will follow the enemy, climbing over any surface to get to them, before detonating, leaving behind a poisonous cloud. Malice can use as many Arachnitrons as she likes at once, but she needs to recharge them individually, holding up to 8 charges. They are destructible.
Passive Ability, Territorial Adaptability:
Malice’s multiple limbs allows her to run across any surface, including horizontal walls and over sloped roofs.
Ultimate Ability, Jaw-Breaker:
A fast-charging Ultimate, like Pulse Bomb, Malice unhinges her lower jaw, before firing a powerful railgun blast from her mouth.
Description:
Malice is an artificial semi-humanoid who is entirely synthetic, apart from her brain. She has 8 large spider legs protruding from her lower abdomen with 2 large retractable claws embedded into each of her purple gauntlets. on her shoulders are a large array of drone launchers that contain her Arachnitrons. Her eyes are black with red irises that glow whenever she uses her Ultimate. She wears a long, black trench coat, covered in various wiring and piping, fuelling her body with whatever chemical concoction she needs to stay alive. The trench coat is torn at the end, where her ‘legs’ are located.
Mama Hong
Name:
Guo Hong.
Class:
Tank.
Health:
500 Base.
Primary Fire, Bamboo Cannon:
Mama Hong shoots a firework out of her large, shoulder-mounted Bamboo Cannon. It is a single-fire weapon. It has high impact and splash damage, setting everything nearby on fire.
Secondary Fire, Firecracker:
Mama Hong throws a Firecracker that rapidly detonates multiple times, setting fire to everything around it.
Primary Ability, Pinwheels:
Mama Hong can deploy several Pinwheels that simultaneously activating once the ability timer ends. They don’t explode, instead they produce a steady stream of fire, igniting anyone too close.
Secondary Ability, Rolling Thunder:
Mama Hong throws out a large barrel of gunpowder that rolls in a straight line. If it rolls into a wall or gets shot, the barrel will explode.
Passive Ability, Fireproof:
Due to her general expertise in her craft, Mama Hong can miraculously take 40% less damage from all fire and explosive damage.
Ultimate Ability, Manslaughter:
Mama Hong fires a single, devastating blast. The direct impact damage is 400, plus up to 200 splash damage. Upon impact on a player or the ground, a large cone-shaped trail of fire will appear behind, with similar dimensions to Reinhardt’s Earth Shatter.
Description:
A long time crafter of fireworks, Mama Hong has gained a powerful reputation as one of Asia’s finest pyrotechnicians. She has been badly injured before by misfires, but these shortcomings have only improved her tolerance. Now she has weaponized her art in order to protect her home from the advances of Null_Sector.
Mauga
Name:
Mauga Seddon.
Class:
Tank.
Health:
400 Base, 400 Armour.
Primary Fire, Des and Troy:
Mauga fires his twin gatling guns. They have unlimited ammo, but can overheat. They are projectile.
Secondary Fire, Revving:
Mauga can preemptively rev-up his guns, without firing, so he doesn’t risk overheating.
Primary Ability, Shove:
Mauga charges forward in a straight line. Instead of pinning a single target, he swings his arm on impact, smashing everyone nearby backwards.
Secondary Ability, Deflective Barrier:
Mauga holds a large, deflective barrier with his left arm. He can maintain fire with his right gun, but the overall damage is halved, duh.
Passive Ability, Steadfast:
He is completely immune to knockback whilst revved.
Ultimate Ability, Laser Barrage:
Mauga revs-up his guns, past 100%. He now fires Hit-Scan lasers with no overheating for several seconds.
Description:
You already know who he is. He named his guns Des and Troy.
Mei Rework
Name:
Mei-Ling Zhou.
Class:
Tank.
Health:
400 Base.
Primary Fire, Endothermic Blaster:
Mei’s ice beam now covers the ground in ice. It takes longer to freeze, but will also slow the enemy as they thaw.
Secondary Fire, Icicle:
Mei impales people with icicles.
Primary Ability, Cryo-freeze:
Mei can encase herself in a larger ball of ice that rolls around. It functions like a slower Riptire, dealing low impact damage and climbing walls, while healing Mei while she is inside. It can now be destroyed however. Upon destruction, the explosion covers nearby ground in ice.
Secondary Ability, Ice Wall:
Mei can build a 3 pillar wide ice wall, instead of 5 pillars wide. She gets to store and use up to 3 ice walls at once, like Tracer Blinks. They are on consecutive cooldowns. Upon destruction, the explosion covers nearby ground in ice.
Passive Ability, Slippery:
All of Mei’s abilities can cover the ground in ice. Teammates can run faster on the temporary ice path. Enemies will lose control and will continuously slide in a single direction until they reach solid ground.
Passive Ability, Cooling:
Mei’s ice attacks can be used on teammates to remove fire damage.
Ultimate Ability, Blizzard:
Blizzard now covers the entire area in ice. It also potentially makes enemies brittle, meaning they take extra damage.
Description:
Mei is by far the smallest of all the Tanks, and therefore has one of the lowest amounts of health for a Tank. She is a much more defensive Tank on paper, but if used to her fullest, could create ample flank routes using walls as platforms or cover.
Omega
Name:
Omega.
Class:
Tank.
Health:
250 Base, 500 Resistance.
Primary Fire, Energy Cannon:
Omega fires a blast of energy that explodes on impact with any Surface.
Secondary Fire, Energy Lance:
Omega produces a large beam that does relatively Low Range and Damage, but it can increase both with the use of other Abilities.
Primary Ability, Taunt:
Omega can channel the health of all allies within LoS. 40% of all Damage received is diverted back to Omega. 40% of all Healing is sent back to Omega too.
Secondary Ability, Power Block:
Omega brandishes his arm, blocking and absorbing 60% of all Damage done head-on. 40% of this Damage Blocked is converted into a Healing AoE that triggers in Bursts every 3 Seconds.
Passive Ability, Duelling:
Blocking Damage with Power Block or Energy Devastation Blast will increase the Range and Damage of Omega’s Energy Lance.
Ultimate Ability, Energy Devastation Blast:
Omega fires a small Sphere of Energy that sticks to any surface. It increases in Size Passively, but it also grows much faster if it Blocks or Deals Damage. Any Enemies in its Radius will be Slowed and Damaged.
Description:
Firstly, Resistance health is a Brand-New purple health concept that combines the properties of both Shield and Armour type health. Omega is a modified Null_Sector Behemoth, repurposed by a mysterious, unknown entity. His overabundance of Health is Balanced-out by his gigantic Size and lack of Mobility.
Psionic
Name:
Madison Evans.
Class:
Tank.
Health:
350 Base, 200 Shield.
Primary Fire, Psychic Blasts:
Psionic can fire homing Psychic Blasts that slow and do lingering damage to all enemies hit. They can also do splash damage, but the slow and lingering effects are reduced.
Secondary Fire, Mental Block:
Psionic can project a large barrier from her mind, blocking most damage.
** Primary Ability, Head in The Clouds:**
Psionic can fly freely, but will take self-damage as she does so.
Secondary Ability, Silent Scream:
Psionic charges up a single devastating railgun shot with her mind. Upon firing, she will create a shockwave around herself.
Passive Ability, Inner Weakness:
Consecutive hits do increasing damage.
Ultimate Ability, Our Personal Hell:
Psionic traps herself and a single targeted enemy in a personal void, away from everyone else. Both players will have fully restored health and cool-downs. The only way to leave the void is to win the dual, die and respawn or wait out the ability timer. The only other ability that can escape this void is Tracer’s Recall. Tracer will state that she has been here before. If both teams have a Psionic, they can fight in a 2V2 arena instead.
Description:
Psionic wears a large red helmet, with a glowing eye in the centre that opens whenever she uses one of her abilities. She studied under the first ever sentient Omnic, Aurora. She was even able to perform her own Transcendence, but instead of bringing life to the machines around her, she instead gained an innate mastery of telekinesis. Despite having this power, she reserves it only for the most necessary situations, as it still bears a toll on her mind. She has learnt to maintain a constant state of calm to better use her abilities, but is otherwise quite cheerful when not using her powers.
Quake
Name:
Kuzey Gurbuz.
Class:
Tank.
Health:
200 base, 300 armour.
Primary Fire, Quad-Smack:
Quake can punch with quick succession, using all four of his arms to his advantage. Quake’s attacks get faster with each consecutive hit.
Secondary Fire, Power Convertor:
Quake adsorbs all incoming damage, before creating a large shockwave around himself. The power of the Shockwave scales with how much damage is absorbed. A perfectly timed activation can parry any attacking melee fighter.
Primary Ability, Crushing Lunge:
Quake Lunges forward, grabbing up to 4 different Enemies with his 4 Arms. At the end of his Lunge, Quake will smash all caught Enemies together, the Damage increasing the more Enemies are caught.
Secondary Ability, Chokeslam:
Quake will reach out with his arms. If he hits an Enemy within Quick Melee Range, he will grab them and smash them against the ground, like a Solo Earth-Shatter. If Quake does this Mid-Air, the Target will be Stunned for longer and be severely slowed afterwards. He can Grab up to 4 Enemies at once.
Passive Ability, Scaling:
Quake can climb walls by holding Spacebar and can cling onto walls by holding CTRL.
Ultimate Ability, Tremor:
Quake will punch the ground, creating a localised Earthquake, knocking back all enemies upon the initial impact and creating a DoT over the affected area.
Description:
Quake is short in stature, usually slouched, wearing bulky, green armour. He has four armoured gauntlets that glow a vibrant green when charged. Two of the gauntlets are his arms, covered in armour. The other two are extra hydraulic arms emerging from the back of his shoulders. These four arms give him 360-degree protection, as well as the ability to cling to walls. His helmet has two eyes and a large, spiked lower jaw. He wears a neckerchief with the Asena emblem. He is very excitable and trigger-happy, always looking for a fight. Quake is the Younger Brother of Frenzy.
Queen
Name::
Mackenzie Hughes.
Class:
Tank.
Health:
700 Base.
Primary Fire, Blade Stab:
Queen thrusts her mech’s right arm forwards, cutting with the large buzz-saw attached to the end.
Secondary Fire, Blade Swing:
Queen’s detaches her mech’s buzz-saw, letting it hang from a chain, which is swung around in a 180-degree attack, before the chain retracts and reconnects the buzz-saw.
Primary Ability, Riot Breaker:
Queen uses her mech’s left arm as a makeshift shield, blocking most damage. She then swings her arm, sending out a blast of shrapnel with equivalent damage to whatever she just blocked.
Secondary Ability, Caltrops:
Queen throws out a pile of scrap metal directly from her cockpit. It creates a pile on the ground that only hurts if you walk over it.
Passive Ability, Undefeated:
If Queen’s mech gets destroyed, she can climb out of the wreckage and continue her onslaught.
Ultimate Ability, Shellshock:
Queen can choose where to launcher her Shellshock, before firing off a single mortar shell from her mech’s shoulder-mounted cannon. The shell will explode mid-air and constantly rain down layers of shrapnel and explosives for several seconds.
Description:
The Queen of Junkertown herself pilots around a large tank-like mech. It has a large pair of tank treads, as well as a roll-cage with the Queen’s throne inside the cockpit. The mech also has a shoulder-mounted cannon, loaded with an assortment of scrap metal and various combustibles.
Edit: This was my Concept for the Junker Queen, before she was officially Revealed.
Roadhog Rework
Name:
Mako Rutledge.
Class:
Tank.
Health:
700 Base.
Primary Fire, Scrap Gun:
Works as normal.
Secondary Fire, Scrap Gun:
Works as normal.
Primary Ability, Chain Hook:
When using the ability, Roadhog can choose to either throw the Hook and grab an Enemy, or spin the Hook around on its Chain, blocking enemy projectiles. If Roadhog Grabs an Enemy, he can hold them for up to 2 Seconds, before dropping them automatically. Roadhog can choose where to throw Enemies, such as off a Cliff or into the rest of his Team.
Secondary Ability, Take a Breather:
When using the ability, Roadhog emits a Yellow Cloud that gives 25% Damage Resistance to himself and all Nearby Teammates.
Passive Ability, Body Guard:
Roadhog does extra damage to enemies that have recently attacked any nearby players.
Ultimate Ability, Whole Hog:
Works as normal, as of Overwatch 2.
Description:
A rework to make Roadhog a bit more Team-Focused.
Salvage
Name:
Salvage.
Class
Tank.
Health:
650 Base.
Primary Fire, Scrap Cannon:
Salvage’s left arm features two OR-14 miniguns, crudely welded together. She can shoot both simultaneously, but they can overheat and misfire. When misfiring, it functions like a single, devastating shotgun blast, before it goes on a cool down. Reloading and cooling must be micromanaged for peak damage.
Secondary Fire, Trample:
Salvage stomps the ground, creating a 360-degree shockwave.
Primary Ability, Trash Tosser:
Salvage reaches out with her mangled claw, picking up and throwing any non-Tank enemy. She can also throw non-Tank teammates.
Secondary Ability, Discharge:
Salvage can fire a rogue blast of energy from her right arm. It’s a hit-scan railgun, but it also backfires, dealing some self-damage.
Passive Ability, Resistance
Salvage is immune to all DoT. No Venom-Mine, Dynamite, etc. Being a sentient trash pile, she isn’t going to be bothered by a little gas.
Ultimate Ability, Exterminate:
Salvage unsheathes an OR-14 laser sword, dealing a devastating one-shot kill. It is melee, so keep your distance. It’s a fast-charging Ultimate, but the wind-up before the attack can be easily stunned to cancel it.
Description:
A leader of Null_Sector, Salvage was one of Inferno’s first robotic creations. She was discarded and left to rot, but after regaining life, sent an S.O.S, leading Null_Sector to raid Inferno’s Base. She is a valuable asset due to all of the data she has stored. Her left arm is two large miniguns, crudely welded together. Her right arm is a large industrial claw with 3 sharpened pincers. She has a weak spot on her torso, an exposed power core right below her right shoulder. Her head has a single eye inside of what appears to be a large, mechanical lobster claw.
Scorch
Name:
Norrin Radd.
Class:
Tank.
Health
450 Base.
Primary Fire, Plasma Launcher:
Scorch has a Plasma Launcher built onto the end of his Hoverchair that he can use like a mounted turret.
Secondary Fire, Nitro
Scorch can activate Nitro boosters built into the back of his Hoverchair, giving him an additional 50% movement speed. He can also fly upwards if done mid-air. There’s a metre to it, like Defence Matrix.
Primary Ability, Energy Battering Ram:
Scorch can temporarily activate an Energy Battering Ram on the end of his Hoverchair. The Ram will block all incoming damage and smash anyone it hits, knocking them backwards, stunning them if they hit a wall.
Secondary Ability, Road Spikes:
Scorch throws out some Road Spikes, that slow and damage any enemies that walk over them.
Passive Ability, Head-Start:
Scorch can naturally move faster than most other characters. Bolt can also Double-Jump, doing a front flip, like Genji.
Ultimate Ability, Bouncing Bomb:
Scorch throws out a large, blue, spike-covered Bouncing Bomb that explodes after 3 bounces or if it collides with any player or obstacle.
Description
Scorch is a highly competitive Paralympic racer, who spends his free time (and money) adding as many rockets as he can to his Hoverchair. He has a second, un-modded Hoverchair he uses to compete, to avoid any instant disqualifications.
Sigma Rework
Name
Dr. Siebren de Kuiper.
Class:
Tank.
Health:
250 Base, 250 Shield.
Primary Fire, Hyperspheres:
Works as normal.
Secondary Fire, Wormhole:
Sigma can tear a rift through time and space, immediately teleporting to wherever he is looking. He leaves behind a temporary rift that can be used by all players.
Primary Ability, Accretion:
Sigma can block and absorb all varieties of attack, gathering debris as he does so, before throwing everything he just absorbed back at the enemy. The more damage Sigma absorbs, the larger the debris gets, dealing more damage and stunning for longer upon impact. If the debris gets big enough, it can pierce through enemies and barriers.
Secondary Ability, Kinetic Grasp:
Sigma can send out a wave of energy that will slow all enemies caught in it. Sigma can then reuse the ability to pull all affected enemies towards him.
Passive Ability, Weightlessness:
Sigma is no longer bound by the laws of gravity and can therefore fly indefinitely.
Ultimate Ability, Gravatic Flux:
Sigma can now pick-up and drop any debris caught in the ability’s radius, regardless of if he hits any enemies.
Description
Just a little rework idea I had for Sigma that puts more emphasis on his complete gravitational manipulation.
Spartacus
Name:
Spartacus Amphion.
Class:
Tank.
Health:
200 Base, 300 Shield.
Primary Fire, Energy Spear:
Spartacus strikes with the end of his Energy Spear, hitting multiple enemies in a straight line.
Secondary Fire, Energy Shield:
Spartacus pulls out a large Energy Shield that protects himself similarly to Brigitte’s shield.
Primary Ability, Storm:
Spartacus summons a long line of Omnic duplicates in front of him, each with exactly half the health as Spartacus himself. They all charge forward with their shields and individually strike any enemies with their spears.
Secondary Ability, War Cry
Spartacus’ War Cry boosts the speed of all nearby teammates, including his Omnic Duplicates.
Passive Ability, Reinforce:
Crouching will make any active shield invincible, block all piercing attacks and become covered in spikes, in exchange for slower movement speeds, blocking only 90% of incoming damage and teammates can’t shoot through them.
Ultimate Ability, Phalanx:
Spartacus channels a large energy dome around himself, with his spear. The dome has 200 layers, each layer has 5 health (1,000 total). Spartacus cannot attack whilst using his Ultimate. Teammates can hide inside the dome, but enemies can also entire and attack Spartacus directly. It’s best used to block slow, high-damage attacks, but doesn’t block rapid, light damage well.
Description:
Spartacus is a large human with very little visible armour. He actually has a very thin, transparent layer of energy covering the rest of his skin, making him appear bulletproof.
Stronghold
Name:
Joshua Miller.
Class:
Tank.
Health:
100 Base, 450 Shield.
Primary Fire, The Defender:
Stronghold wields a large, shoulder-mounted drum shotgun on his left shoulder. It can rapidly expend its ammo, before undergoing a lengthy reloading time.
Secondary Fire, Barrier Projector
Stronghold projects a large energy shield from his wrist-mounted Barrier Projector. It appears on his right arm, meaning he can still fire his gun while it’s active, but there’s greater recoil.
Primary Ability, Serve and Protect:
Stronghold can rush towards a targeted ally, appearing in-between them and any nearby enemies.
Secondary Ability, Revive
Stronghold gets down and begins reviving a selected teammate. He can also use his Barrier Projector during this ability, providing a safer, but slower revive.
Passive Ability, Camaraderie
Blocking Damage or Reving Teammates Grants Healing and Over-Health to all nearby Teammates.
Ultimate Ability, Fortress Projector
Stronghold super-charges his Barrier Projector, replenishing all of its health, doubling its health and making it overall larger.
Description
Joshua Miller is a Support-Tank hybrid. Think of him as a Buff Mercy, or a not-cringey Brigitte. Everything revolves around managing the health of his large, replenishing barrier. He has a large brown beard, and his hair is tied back in a ponytail. His armour is white with light blue accents. Think of Mercy’s old Concept Art but mixed with Newcastle.
Damage (9)
Duke
Name:
Francis Guild.
Class:
Damage.
Health:
275 Base.
Primary Fire, Ol’ Reliable:
Duke carries around a large shotgun in the shape of a Cane.
Secondary Fire, Lever Action:
Duke can aim-down sights with his Cane, switching to a rifle mode instead.
Primary Ability, Weightlessness:
Duke switches his Cane into an Umbrella, which he can use to jump higher and glide with.
Secondary Ability, Sharply Dressed:
Duke’s Top Hat reveals a large Razor Blade going around the brim. He throws the hat like a Boomerang, Ricocheting off Objects and Enemies, before Returning to him.
Passive Ability, Fashion Statement:
Duke’s hat can deflect incoming attacks.
Ultimate Ability, Hat Trick:
Duke swings his hat around, throwing Pipe Bombs everywhere.
Description:
Duke is quite the GentleBot, with a Gear-Shaped Monocle and a Razor-Brimmed Top Hat. He also carries around a Swiss Army Cane, fitted with several firearms and even an Umbrella. He wears a combination of blue and brown leather and has a very steampunk aesthetic.
Frenzy
Name:
Kutay Gurbuz.
Class:
Damage.
Health:
175 Base.
Primary Fire, Boomerang Blades:
Frenzy can throw up to 3 Boomerang Blades at once from her left arm. They will travel a short distance, before returning, hitting enemies multiple times. Frenzy cannot Reload, instead she needs to wait for at least one Boomerang Blade to return before she can throw another.
Secondary Fire, Energy Claws:
Frenzy brandishes the Energy Claws that run along her Right Arm, quickly slashing upwards. She can do Triple Damage if attacking from behind.
Primary Ability, Dash:
Frenzy can instantaneously Dash in any direction. She can cling to any walls or ceilings that she dashes too. The Dash drains her Stamina and cannot be used if she doesn’t have enough. Wall Clings, however, do not use Stamina.
Secondary Ability, Razor Orbit:
Frenzy can throw all of her Remaining Boomerangs outwards, letting them Temporarily Orbit around her.
Passive Ability, Agility:
Frenzy can Double-Jump, Wall-Ride and Wall-Jump whenever she wants, but she constantly drains her Stamina Meter. Her Stamina will Passively Regenerate when not using any extra Mobility.
Passive Ability, Back-Stab:
Frenzy can deal Triple Damage when Quick-Meleeing someone from behind.
Ultimate Ability, Pin:
Frenzy can Dash to a single Enemy, pinning them to the Ground, dealing 150 Impact Damage and chipping away at their Health quickly. Both Frenzy and her Target are Locked in place and Frenzy can be Stunned or Killed during Pin, freeing the Enemy.
Description:
The older Twin Sibling of Quake, she shares his love for fighting and music. Frenzy wears Yellow Armour laced in blades and a similar Neckerchief. She carries a Blade Launcher on the back of her Left Hand and has retractable Laser Cutters along her Right Arm. She has Buzzsaws for Roller-Skates which she uses to run on walls, skating everywhere she goes. Quake looks up to her, literally, because she is slightly taller.
Hivemind
Name:
NS-0001.
Class:
Damage.
Health:
150 Base, 100 Shield.
Primary Fire, Gatling Gun:
Hivemind himself doesn’t carry around any weapons, instead he has his drones do all the work.
Secondary Fire, Rocket Launcher:
Hivemind himself doesn’t carry around any weapons, instead he has his drones do all the work.
Alternate Fire, Manual Override:
Hivemind can switch weapons and take control of the Command Drone, which he can freely fly around and shoot with. The Command Drone has both a Gatling Gun and a Rocket Launcher attached, but is very small and has very little health.
Primary Ability, Command Drone:
Hivemind can deploy an attack drone that will orbit him.
Secondary Ability, Exterminate:
Hivemind can put a target on any enemy and all nearby Drones will focus their fire.
Passive Ability, Upgrades:
Hivemind’s Drones get more powerful the higher his killstreak gets.
Ultimate Ability, Search And Destroy:
Hivemind deploys a swarm of drones, with both Gatling Guns and Rocket Launchers. They can individually hunt enemies, or follow the direct orders of Hivemind and the Command Drone.
Description:
Hivemind is the leader of Null_Sector and the Omnic seen at the end of Storm Rising. Little is known about him, except that he has some influence over every single Null_Sector unit, anywhere, at any time.
Edit: This was my Concept of who Ramattra would be, before he was officially Name-Dropped.
Plague
Name:
Jessica Reyes.
Class:
Damage.
Health:
200 Base.
Primary Fire, Hellfire Pistol:
A simple pistol. She will throw it away and summon a new one when reloading.
Secondary Fire, Backstab:
A knife that does 5 times its regular damage when backstabbing. It can do 300 damage on a backstab, but has a cool-down every time it’s used, so spamming while running isn’t viable.
Primary Ability, Shadow Clone:
Plague can summon a shadow clone. It will stand still, pretending to use various abilities. The clone itself only has 50 Base health, but Plague can have up to 3 active at a time. It will shoot enemies, but it will do reduced damage, it is meant to simply be a distraction. It also doesn’t have the same glowing eyes as Plague, so it can be differentiated from the actual player.
Secondary Ability, Shadow Step:
Plague can instantly teleport to a selected Shadow Clone, taking its place and leaving another clone behind where she once stood.
Passive Ability, Smokescreen:
The more damage Plague takes; the more smoke she emits. The smoke can be used to hide her hitbox.
Ultimate Ability, Shadow Army:
Plague can summon a large Cloud of Smoke that Slows and Blinds Enemies. Teammates in the area aren’t affected and Infra-Sight and Sonic Arrow are good Counters.
Description:
Plague is the supposed daughter of Reaper. She bears similar mutations, but not to the agonising extent of her father. She wears a hood and a Plague Doctor mask, with glowing white goggle lenses to differentiate herself from her Clones, who don’t have Glowing Eyes.
Primeval Rework
Name:
Caeso Luccius.
Class:
Damage.
Health:
250 Base.
Primary Fire, Slash:
Primeval brandishes an orange energy sword, before performing a single, fast Slash.
Secondary Fire, Piercing-Stab:
Primeval shoves his sword forwards, skewering whatever stands in front of him.
Primary Ability, Jump-Stab:
Primeval dashes forward, before slamming his sword into the first target within his range. Doing this mid-air will cause the attack to deal splash damage.
Secondary Ability, War Cry:
Primeval lets out a roar that create an AoE that buffs all nearby teammate damage. It follows his character as he moves.
Passive Ability, Wall Run:
Primeval can run along a walls surface, like Lucio can, but for a limited duration.
Ultimate Ability, Arrowstorm:
Primeval channels the spirits of ancient warriors before him, to rain down a slew of arrows from the heavens.
Description:
This is more of a rework of lifelink’s idea. Original credit goes to them.
Pyro
Name:
REDACTED
Class:
Damage.
Health:
200 Base.
Primary Fire, Dragon’s Breath:
Pyro can shoot large, long-ranged Fireballs from his Semi Automatic Flamethrower. Burning Enemies take Double Damage if hit consecutively.
Secondary Fire, Air-Blast:
Pyro emits a blast of air that can Knock-Back Enemies, Deflect Projectiles and extinguish Teammates.
Primary Ability, Thermal Thruster:
Pyro wears a Jetpack that can launch herself skywards, leaving behind a ring of fire. He can also land on top of Enemies, crushing them. The Jetpack has two Charges.
Secondary Ability, Gas Passer:
Pyro can throw a Gas Canister that leaves behind a toxic, highly flammable mist that impairs the vision of Enemies within its radius. If a Doused Enemy takes Damage from most sources, they will take Afterburn Damage. If they take Fire or Explosive Damage from any sources, they will Explode. The Explosions can chain onto and Explode multiple Enemies.
Passive Ability, Axetinguisher:
Pyro’s Quick Melee does Triple Damage to burning Enemies.
Passive Ability, Tools of the Trade:
Pyro herself takes no Afterburn whatsoever and also takes 30% less Fire Damage.
Ultimate Ability, Immolation:
Pyro Taunts, creating a devastating ring of fire around himself, before getting Triple Damage against Burning Enemies, a Cool-Down reset on all of her Abilities and switching to Full Auto on his Flamethrower.
Description:
A direct descendent of the TF2 Pyro, this enigma of a Mercenary is
RottenTail
Name:
Cotton Tail.
Class:
Damage.
Health:
225 Base.
Primary Fire, Spit:
While standing, Rotten Tail can spit acidic projectiles, dealing both impact damage and a poison DoT. No reloading, duh.
Secondary Fire, Pierce:
Rotten Tail can crouch down and strike with his tail, similarly to a scorpion. This ability also has a DoT.
Primary Ability, Prowl:
While active, Rotten Tail assumes a 4 legged stance, crawling at 150% movement speed. He cannot attack whilst in this form, but he can crawl on walls and ceilings. The camera view switches to third-person so as to not disorientate the player.
Secondary Ability, Pounce:
Rotten Tail can lunge to and cling onto any nearby surface.
Passive Ability, Evolution:
Rotten Tail is immune to all DoT effects, as well as a 50% immunity to poisonous attacks.
Ultimate Ability, Assassinate:
Rotten Tail can lunge at any targeted enemy, pinning them to the ground. He will do chip damage, rapidly, until his target is dead. He can be stopped by using a quick melee or a stun from any nearby enemies.
Description:
One of Moira’s greatest creations, once a little white rabbit, the genetic augmentation has created a creature which most compare to all sorts of monsters from fiction, a testament to Moira’s own disregard for life. The rabbit used to be named Cotton Tail.
Soldier
Name:
Jason Doe.
Class:
American.
Health:
200.
Quick Melee:
Usually Soldier will just smash his Shotgun into someone’s stupid Commie face, but if he Rocket Jumps, he can pull out his Market Gardener and smash someone’s stupid Commie face with that instead.
Primary Fire, Rocket Launcher:
It’s a regular Rocket Launcher with 4 ammo, that can be used to Rocket Jump quite effectively. The Rocket Launcher can gain more ammo by getting kills, with a maximum of 8 ammo.
Secondary Fire, Shotgun:
Soldier can quickly pull-out a Shotgun for some Close-Range Burst Damage. Note reads; Only use in case of a Panic Attack.
Primary Ability, Banners:
Soldier can build-up a ‘Rage’ meter by dealing damage across multiple lives. Once charged, Soldier can pull-up a UI that lets him cycle between Banners by repeatedly pressing ‘E’, select a Banner by pressing ‘Left Click’ or cancel entirely by pressing ‘Right Click’. He can increase the speed, damage or health of all nearby teammates.
Secondary Ability, Grenades:
Soldier can take-off and throw two grenades at once from his Bandolier.
Passive Ability, Aerial Supremacy:
Whilst Mid-Air, Soldier can fire his Rocket Launcher twice as fast and his Quick Melee does 300 damage.
Passive Ability, B.A.S.E Jumper:
Soldier can press ‘Space’ Mid-Air to deploy a Parachute that lets him slowly glide downwards. He can press ‘Space’ again to cut the Parachute, but he can’t redeploy until he hits the ground.
Ultimate Ability, Screaming Eagles:
Soldier activates all 3 Banners at the same time, causing all nearby Eagles to salute and all nearby enemies to spontaneously die.
Description:
A direct descendant of Jane Doe, who is in turn a direct descendant of George Washington, just like all true-blooded Americans! He found his Grandfather’s old ‘Liberation’ Equipment and decided to try them out. He usually Rocket Jumps from map to map.
Streak
Name:
Sanjay Korpal.
Class:
Damage.
Health:
100 Base, 125 Shield.
Primary Fire, Photon Projector:
Streak has a Photon Projector of his own, but it has a constant damage, with longer range. Basically what DPS Symmetra should’ve had.
Secondary Fire, Lightning Disc:
Streak can throw a Lightning Disc that can bounce off of walls and players, like a faster Moira Orb. It does impact damage, as well as leaving behind a trail that slows and damages enemies passing through it. The disc looks like one of the wheels on a Light Cycle.
Primary Ability, Platform:
Streak can build a temporary, destructible platform directly below himself. He can use it to restart his Wall Run or to provide an extra flank route for teammates.
Secondary Ability, Mobile Barrier:
Streak can create a Mobile Barrier, like Symmetra used to. It will move forward much slower than Symmetra’s and it will also disappear after travelling a certain distance, or if it crashes into a wall. He can use up to 3 Mobile Barriers at once, but they each have their own health that needs to be individually recharged. When using Mobile Barrier, Streak will prioritise the one with the highest health. You can see the health of the 3 Barriers next to Streak’s own health.
Passive Ability, Wall Run:
Streak can run on walls, at the speed Lucio can when speed-boosted. He can only run for a few seconds however, since he isn’t as good at skating as Lucio is.
Ultimate Ability, Light Cannon:
Streak can super-charge his Photon Projector, before sending a single, massive Railgun blast. It looks like Sojourn’s old Ultimate concept from the developer update.
Description:
Streak is an employee of Vishkar, using a more advanced version of the Hardlight technology Lucio stole. He has been assigned to negotiate with the people of Rio de Janeiro, but is also making underhanded technology trades with Talon, in exchange for a position of power. Whenever Streak uses his Passive or Ultimate, a Streak of light follows him, just like a Tron Light Cycle.
Supports (19)
Brigitte Rework
Name:
Brigitte Lindholm.
Class:
Support.
Health:
150 Base, 100 Armour.
Primary Fire, Rocket Flail:
As usual, Brigitte can swing her flail, with a similar hitbox to Reinhardt’s Rocket Hammer.
Secondary Fire, Barrier Shield:
Brigitte can quickly pull up a personal shield, with 400 Health. She can also Shield Bash, dealing 50 Damage and stunning the enemy.
Alternate Fire, Forge Wrench:
Brigitte pulls out a Forge Wrench from her Utility belt. It works just like Torbjorn’s Forge Hammer, being used to repair buildings or getting meme kills.
Primary Ability, Health Dispenser:
Brigitte can throw out a self-building Health Dispenser, that heals all teammates around it in an aura. This is on a Mini-Ult cool down. Brigitte can store and use up to 2 Charges.
Secondary Ability, Repair Packs:
Brigitte can store up to 5 of these, throwing them towards teammates. They restore 25 Health on impact, followed by 25 HPS for 3 seconds afterwards. They can also be thrown on the ground to be picked up by any teammate, including Brigitte herself.
Passive Ability, Inspire:
Inspire can be activated by any damaging ability. It makes Brigitte’s Repair Packs charge faster instead of creating a healing aura.
Ultimate Ability, Rally:
Rally grants all nearby teammates a 20% Speed-Boost and Damage-Resistance and reduces the Cool-Downs on Repair Packs. It no longer heals, so Brigitte will need to rely solely on her Repair Packs.
Description:
It’s Brigitte, but maybe balanced? Don’t hold your breath.
Catalyst
Name:
Kayra Karlikli.
Class:
Support.
Health:
200 Base, 50 Armour.
Primary Fire, Chemical Launcher:
Catalyst uses her modified Mini-Gun to rapidly fire chemical rounds.
Secondary Fire, Detonator:
Catalyst manually detonates all remaining sticky bombs at once. This can be used, regardless of what weapon is equipped.
Alternate Fire, Sticky Launcher:
Catalyst can switch weapons to a sticky bomb launcher. She can slowly fire individual bombs out of her modified Mini-Gun. There is a limit to how many can be deployed at once, but they can stick to any surface or Player and they leave a small gas cloud after detonating.
Primary Ability, Expanding Foam:
Catalyst shoots out a single chemical round that immediately expands and solidifies. This can be used as a makeshift staircase or a barrier.
Secondary Ability, Acid Rain:
Catalyst fires a large blob that explodes mid-air, raining down chemical droplets in a big circle.
Passive Ability, Leeching:
Catalyst can apply a Leeching Debuff to any enemies she hits. The power of the Debuff increases depending on how much Catalyst hits the target. Teammates can receive healing by attacking the affected enemies.
Ultimate Ability, Corrosive Grenade:
Catalyst throws a grenade that explodes on impact, creating a large gas cloud that reduces healing by 50% and increases Catalyst’s Passive by 50% on all affected targets. The effect can be reapplied as long as the enemy is within the area.
Description:
Catalyst carries around a very large Mini-Gun, retrofitted with various piping to shoot out chemical rounds rather than bullets. It has three large rotating barrels and an exposed motor on the top. Her armour looks like a bulky hazmat suit, mostly white with pink accents. She wears a large chemical tank on her back, directly connected to the back of her gun. She is a quiet person, preferring to be left alone to her own devices. Coffee is her best friend, as she spends most nights trying to mix chemicals into something more useful. Catalyst is the Younger Sister of Inferno.
Dae-Hyun
Name:
Dae-hyun Park
Class:
Support
Health:
200 Base.
Primary Fire, Wrench:
Dae-hyun swings his wrench, doing negligible damage. He can use it to repair teammate deployable.
Secondary Fire, Toolbox:
Dae-hyun swings his Toolbox around, dealing decent damage. It also drops nails on impact, acting like caltrops if the enemy walks over them. This cannot be used to repair deployables.
Primary Ability, Radar:
Dae-hyun creates a sonar around himself that detects any enemy players in a large radius.
Secondary Ability, Repair Station:
Dae-hyun throws a deployable Healthpack out from his Toolbox.
Passive Ability, Mechanical Expertise:
Dae-hyun applies damage resistance to any nearby Omnic class characters.
Ultimate Ability, Hoverbike:
Dae-hyun summons his Hoverbike, kindly rebuilt with D.Va’s help. His health is increased by 200, he can drive around quickly, and when the ability is over, he jumps off the Hoverbike and it explodes a few seconds later, like a miniature D.Va Ultimate.
Description:
The loveable mechanic of the MEKA Squad. Unfortunately, their budget wasn’t big enough for a 6th MEKA.
Echo Rework
Name:
Echo.
Class:
Support.
Health:
200 Base.
Primary Fire, Tri-Shot:
Works as normal, even having the same damage.
Secondary Fire, Sticky Bombs:
The Sticky Bombs now function like Healing Bombs. They can Damage Enemies hit, but also emit clouds of Healing upon Detonation.
Primary Ability, Flight:
Upon activation, it now gives all nearby teammates a small speed boost.
Secondary Ability, Focusing Beam:
Focusing Beam can burn through shields quickly and applies a slight Damage Vunerability on any impacted Enemies.
Passive Ability, Glide:
Works as normal.
Ultimate Ability, Duplicate:
Upon activation, Echo makes all teammates within LoS their blue, holographic counterpart, giving them an extra life, including Echo herself. They do not have faster Ultimate charge however.
Description:
It’s Echo, but as a Support.
Emre
Name:
Emre Sarioğlu.
Class:
Support.
Health:
225 Base.
Primary Fire, Heavy Blast Rifle:
The HBF shoots a long-ranged, delayed explosive round that embeds itself in its target.
Secondary Fire, Scope:
It’s just a scope.
Primary Ability, Ascension Cable:
Emre can launch a Drone that will fly upwards, leaving a tether connected to the ground. Allies can interact with the cable to be quickly launched upwards. The drone can be shot-down.
Secondary Ability, Repulsion Gauntlet:
Emre can super-charge his Command Gauntlet, causing it to emit an Electro-Magnetic shockwave, that knocks-back, slows and weakens enemies for several seconds.
Passive Ability, Scouting:
Pinged targets can be seen through walls and take extra damage.
Passive Ability, Mantle:
Emre can climb over short ledges just over his own height.
Ultimate Ability, Smoke Bomb:
Emre throws a smoke bomb that will explode upon impact with any surface, releasing a large, vision-obscuring cloud. Emre’s Passive is very useful here.
Description:
Emre is a former Overwatch operative, now working under Asena, an underground, Turkish vigilante organisation. He wears black riot gear, with a pair of infra-red goggles and a bolt-action sniper rifle. His backpack functions as both a miniaturized drone launcher and a power-source connected to his Command Gauntlet, which he uses to control his drones from range.
Jetpack Katt
Name:
Mitzi Lindholm.
Class:
Support.
Health:
150 Base, 150 Armour.
Primary Fire, Micro-Missiles:
Jetpack Katt fires several Micro-Missiles.
Secondary Fire, Mending Cannon:
Jetpack Katt can charge up and fire a healing railgun. It can pass through players, dealing splash healing to everything it pierces. It isn’t an instant heal, it actually applies a slow, gradual heal for several seconds. It also does reduced damage in the same way.
Primary Ability, Self-Repair:
Jetpack Katt temporarily diverts all power to their forward shields, as they simultaneously initiate a Self-Repair sequence. If the shield takes too much damage, the Self-Repair sequence will malfunction.
Secondary Ability, Clawed Beacon:
Jetpack Katt fires a device that clings to any enemies hit, applying a DoT, as well as revealing their location through walls.
Passive Ability, Hover Jets:
Jetpack Katt can fly indefinitely.
Ultimate Ability, Aerial Supremacy:
Jetpack Katt releases a small squadron of drones that follow them around and heal with their own Micro-Railguns.
Description:
Jetpack Katt is one of Brigitte’s many cats, floating around in a rocket-propelled fortress. Whether or not the cat is in control of the suit is up for debate. Maybe Mitzi only helps teammates by accident.
Joyce
Name:
Sophia Joyce.
Class:
Support.
Health:
150 Base, 75 Shield.
Primary Fire, Palm Strike:
Joyce will consecutively materialise her arms and shoot blasts of energy from her palms.
Secondary Fire, Bolas:
Joyce throws a pair of energy Bolas that lock-on and slow any enemies hit.
Primary Ability, Gunpowder:
Joyce throws out a pile of Gunpowder that can stick to enemies. Shooting the affected enemies will set them on fire. Fire attacks will do double-damage to enemies covered in Gunpowder.
Secondary Ability, Snake Oils:
Joyce extends her arms outwards, temporarily creating an aura of Cleansing.
Passive Ability, Reciprocation:
If Joyce receives any form of healing or buff, her nearby allies will also share 20% of said buff. Likewise, if Joyce takes any form of damage or Debuff, her nearby enemies will also share 20% of said Debuff.
Ultimate Ability, Affinity:
Whilst channelling her Ultimate, Joyce can’t use any of her other abilities, but she can move much faster. Joyce applies a health-share to all teammates, globally. If one ally takes any damage, all of their teammates will be healed the same amount. The effect will disappear if Joyce is killed.
Description:
Joyce was one of the founding members of the Deadlock Rebels, an Omnic who was later kidnapped and sold for parts. Without a face or arms, Zenyatta found her and taught her the ways of the Iris. Now she can project up to 4 glowing arms out of her shoulders, but she usually doesn’t to save energy.
Lynx-17
Name:
Lynx-17.
Class:
Support.
Health:
100 Base, 100 Shield
Primary Fire, Micro Pulse:
Lynx-17 can shoot out a small blast of electricity from their hands.
Secondary Fire, Enhance:
Lynx-17 can hack teammates, reducing their cool-downs by 50% and increasing their Ultimate Charge gained by 25%, for several seconds. Hacking a teammate will also boost all of Lynx-17’s abilities, with the exception of hack.
Primary Ability, Trojan:
Lynx-17 can apply a delayed explosive to any enemy. The enemy can’t see the explosive. Once it is manually detonated, it will temporally block all enemy healing. Both the hack and the virus can be cleansed.
Secondary Ability, Phishing:
Lynx-17 can hack an enemy, revealing the location of the player, any Deployables they built, teammates they are interacting with (such as someone healing them) and the player’s current Ultimate Charge and health. This takes a while to apply and can be cleansed.
Passive Ability, Anti-Virus:
Lynx-17 can detect anything that has been hacked by a Sombra or Lynx-17 on either team.
Ultimate Ability, Expedite:
Lynx-17 can apply the effects of Upgrades to every nearby teammate.
Description:
The Omnic hacker themself, Lynx-17. How can a robot be non-Binary? Isn’t Binary an essential computer language…?
Maximillian
Name:
Maximilian Blackwell.
Class:
Damage.
Health:
175 Base.
Primary Fire, Deal Breaker:
Maximilian fires a large flintlock pistol.
Secondary Fire, Bounty:
Maximilian can put a Bounty on an enemy player. If a teammate kills that enemy, they get an extra reward, such as some Healing, Cool-Down reductions or extra Ultimate-Charge. The higher the enemy’s Killstreak or Ultimate-Charge, the more value the Bounty gives.
Alternate Fire, Security Clearance:
Maximilian can pull out a tablet that lets him view all cameras. He can alternate cameras by using Primary Fire or Secondary Fire. Maximilian can move the camera view around and ping enemies.
Primary Ability, Surveillance:
Maximilian can throw a deployable security camera onto any surface.
Secondary Ability, Security Guards:
Maximilian can throw a smoke bomb that will summon 3 Talon Troopers and 1 Talon Enforcer. They cannot contest objectives.
Passive Ability, High-Value Target:
Maximilian can detect if an opponent has a high Killstreak or Ultimate-Charge.
Passive Ability, The House Always Wins:
Maximilian also gets a reward if a Bounty is eliminated.
Ultimate Ability, Bouncer:
Maximilian throws a flare, which will signal where a Heavy Assault will spawn. The Heavy Assault can contest or capture points, like B.O.B, but will usually just follow and kill enemies
Description:
Maximilian values his time greatly. He is always looking for something to profit off of. He has quite the hit-list and will reward his associates handsomely, but still making sure to take his Lion’s Share. Be careful though, the enemy will know if they have a Bounty over their head and they will get rewarded for killing you.
Mercy Rework
Name:
Dr. Angela Ziegler.
Class:
Support.
Health:
200 Base.
Primary Fire, Heal Beam:
Mercy can use her Caduceus Staff to fire a healing beam that locks onto teammates. It can also chain heal to nearby allies, but with less healing.
Secondary Fire, Damage-Boost Beam:
Mercy can Enhance her Caduceus Staff to apply a Temporary Damage-Boost to her Heal Target. It can also Chain-Boost to nearby allies, but with less power. It has a Cool-Down, so it isn’t an endless Boost.
Alternate Fire, Caduceus Blaster:
Mercy can switch out her staff for a gun.
Primary Ability, Guardian Angel:
Mercy can lock onto and glide towards an ally, or anyone her Caduceus Staff is locked onto.
Secondary Ability, Resurrection:
This is a Mini-Ult, functioning just like a regular Ultimate, but it’s quicker to charge, can stack and is overall weaker than an actual Ultimate. Mercy can pull up a UI with ‘E’ and continue pressing ‘E’ to cycle how many charges she uses at once, between 1-3. Using 1 Charge is a regular revive. Using 2 charges grants the revived player temporary invincibility, or it could be used to self-revive Mercy. Using 3 charges will instantly revive all dead teammates within LoS, granting each temporary invincibility, even if Mercy herself is dead.
Passive Ability, Regeneration:
Mercy slowly recovers Health after not taking Damage.
Passive Ability, Angelic Decent:
By holding Space, Mercy can slowly Glide downwards.
Ultimate Ability, Valkyrie:
Mercy gains Free-Flight and the heal and Damage-Boost falloff is reduced on chained targets. Her beams have an overall longer Range and she also gets 50% Faster Charging Resurrects.
Description:
A slight rework of Mercy, making her a bit more dynamic.
Occultist
Name:
Unknown.
Class:
Support.
Health:
225 Base.
Primary Fire, Unstable Concoction:
Occultist slowly throws out vials containing an unknown liquid alloy. It locks onto the nearest player on either team. If it hits an enemy, it will damage them and emit a Healing Aura for nearby Teammates and vice-versa if it hits a Teammate. Occultist cannot reload, instead they passively recharge their ‘ammo’.
Secondary Fire, Unstable Concoction:
Occultist depletes all of their remaining ‘ammo’, throwing out a large cluster of vials at once.
Primary Ability, Vicious Brew:
Occultist throws a vile of a Green Liquid that leaves a large Puddle wherever it lands. Teammates who stand in the Puddle will get a Temporary Speed-Boost and Jump-Boost.
Secondary Ability, Viscous Brew:
Occultist throws a vile of a Purple Liquid that leaves a large Puddle wherever it lands. Enemies who stand in the Puddle will be Temporarily Slowed and have their Cool-Downs slowed by 50%.
Passive Ability, Acclimation:
Occultist Heals off of DoT effects, such as Dynamite or Venom Mine.
Ultimate Ability, Divine Intervention:
If dead, Occultist can (literally) explode back to life, respawning on the nearest usable surface and gaining temporary invulnerability.
Description:
A skeletal figure shrouded in darkness and mystique; little is known about the Occultist. Rumores say that they’re not the only one, with others taking their place upon death. It carries a small backpack functioning like a miniaturised distillery.
Rescue Rework
Name:
Rescue.
Class:
Support.
Health:
50 Base, 100 Shield.
Primary Fire, Laser Cannon:
Rescue fires a Laser Cannon from atop her backpack.
Secondary Fire, Repair Cannon:
Rescue can fire a secondary Repair Cannon that heals allies.
Primary Ability, Bite:
Rescue can lunge forward, Biting the first enemy she collides with, slowing their movement, applying a bleed DoT and 50% anti-heal.
Secondary Ability, Fetch:
Rescue can run up to and pick up a Health-Pack, carrying it around in her mouth, before dropping it anywhere she wants. Rescue cannot use Bite whilst carrying a Health-Pack. Enemies can also use Health-Packs dropped by Rescue, but at 50% less healing.
Passive Ability, Mobility:
Rescue can climb short walls by holding Space, or jump off said wall by letting go of Space mid-climb. She will also automatically jump off walls if it’s too high to fully climb. Rescue also increases their base speed the longer they run, starting from Level 1 and going up to Level 3.
Passive Ability, Herd Mentality:
If an enemy attacks Rescue, they receive a 30% damage vulnerability from all teammates.
Ultimate Ability, Motivational Howl:
Rescue unleashes a Motivation Howl that buffs the damage of all nearby teammates, as well as boosting production rate of all Health-Packs globally. Rescue also maintains her Level 3 running speed.
Description:
This is a rework of a Fan-Made Character called Rescue. Original credit goes to Sara Rodriguez on ArtStation.
Rogue
Name:
Yoshibi Himiko.
Class:
Support.
Health:
225 Base.
Primary Fire, Crossbow:
Rogue has a wrist-mounted crossbow which she can shoot plain or tipped darts from.
Secondary Fire, Claw:
Rogue can strike with a sharpened blade that can also be tipped.
Primary Ability, Specialisation:
Rogue can pull up a scroll wheel UI, where she can choose from various effects to tip her darts. She can choose Healing, Anti-heal, Damage-Boost, Damage-Reduction, Speed-Boost and Slowness. Each tipped dart fired will use up some of her Mana metre. If her Mana runs out, her darts will revert to their default. She can also manually revert her darts by reactivating the ability, to preserve Mana or to choose a new effect to apply.
Secondary Ability, Smoke Bomb:
Rogue can throw a Smoke Bomb that makes all teammates hit by the initial explosion invisible. Clocked teammates move faster but they can only stay cloaked for a short Duration and they need to uncloak to attack.
Passive Ability, The Tiger Hungers:
Damaging enemies restores some Mana.
Ultimate Ability, Tiger Blitz:
Channelling a Tiger spirit, Rogue can fire off darts in extremely rapid succession. Her Darts also use less Mana, but their individual effectiveness is reduced.
Description:
Rogue is a high-ranking member of the Hashimoto Clan. She wears a brown cloak and black mask to cover herself, with the Hashimoto emblem on one of her shoulders.
Edit: I had this Concept made before Kiriko was Released, so please don’t get mad at me for making ANOTHER Japanese Ninja. At least she can’t Climb Walls.
Sombra Rework
Name:
Olivia Colomar.
Class:
Support.
Health:
200 Base.
Primary Fire, Machine Pistol:
As normal.
Secondary Fire, Hack:
Hack can now disable Abilities again, but can be removed by any Ability that Cleanses. For example, Reaper could use Wraith Form to remove Hack from his other Abilities, so it would be best to use Hack him whilst Wraith Form is on cool-down. Hack also applies a 20% damage venerability to enemies, as well as thermal vision for teammates. Hack can also be used to cleanse teammates and Un-Hack Health-Packs.
Primary Ability, Stealth:
Now has a Duration, but Sombra can Freely Enter and Leave Invisibility.
Secondary Ability, Translocator:
As Normal.
Passive Ability, Opportunist:
As normal.
Ultimate Ability, E.M.P:
EMP now does 20% damage, as well as everything this version of Hack can do.
Description:
The world could always use more (Support) heroes.
Symmetra Rework
Name:
Satya Vaswani.
Class:
Support.
Health:
100 Base, 125 Shield.
Primary Fire, Photon Projector:
Symmetra’s beam has a fixed damage against most targets, but the range and damage increases when attacking Deployables or shields.
Secondary Fire, Shield Orb:
Symmetra can charge up an orb that pierces shields. It works like her old shield, floating in a straight line. The more she charges, the more health the Shield Orb has.
Primary Ability, Sentry Turret:
Symmetra now has up to 6 Sentries and she can choose between healing and damaging sentries, like Moira. She can only have a maximum of 4 each however.
Secondary Ability, Teleporter:
Symmetra now pulls up a UI, like Moira’s Biotic Orbs. Symmetra can rapidly shoot blue and red portals using her Primary and Secondary Fires. The deployment time is basically instant. Portals don’t have a LoS or range requirement anymore. Portals also cleanse players who travel through them. Once Symmetra pulls out her weapons, her portals disappear, like Reinhardt’s shield.
Passive Ability, Shield Generator:
Moving Symmetra’s old Ultimate to a Passive. Dealing damage will grant nearby allies a maximum of +20% Over-Health.
Ultimate Ability, Photon Barrier:
I like it, it’s a simple wall, plus it doesn’t have that long of a set-up time.
Description:
It’s the Support Symmetra was always meant to be.
Technomancer
Name:
NS-7567 Wraith and NS-2224 Hunter.
Class:
Support.
Health:
175 Base, 100 Armour.
Primary Fire, Scythe Strike:
Hunter will crouch into a pouncing position and Wraith will lean forward and strike with their scythe.
Secondary Fire, Plasma Blast:
Hunter will shoot a blast of energy from its front-facing head cannon.
Primary Ability, Guard:
Wraith can temporally summon a second, smaller Hunter to guard one of their teammates. They can select a teammate like an Orb of Harmony. The Hunter will attack any nearby enemies, but won’t exceed a certain radius around their player.
Secondary Ability, Supercharger:
Wraith spins their Plasma Scythe above their head, increasing damage done by all nearby allies. They cannot use their Primary Fire during this.
Passive Ability, Beast Keeper:
Wraith rides a large Hunter, giving themself faster movements speed, higher jumps and the ability to climb small ledges.
Ultimate Ability, Beast Master:
Wraith temporally summons a smaller Hunter for each teammate, including themself, regardless of where on the map they are.
Description:
NS-7567 is a Modified Null_Sector Wraith. They carry around a large white and purple staff with a plasma orb on each end. These orbs can each project a hard-light scythe. They are a dangerous unit, especially when paired with their trusty Modified Null_Sector Hunter, NS-2224. For their quick melee, Hunter will stand on its hind legs, before striking with its front claws.
Vortex
Name:
Kerem Tunçbacak.
Class:
Support.
Health:
200 Base.
Primary Fire, The Negotiators:
Vortex uses his shoulder-mounted cannons to shoot a barrage of micro missiles. There is no reload, instead it automatically reloads like Doomfist’s Primary.
Secondary Fire, Shield Battery:
Vortex pulls out a canister and charges up his suit, giving him 200 extra shield Health. The shield Health burns at 10HPS. While Vortex has any amount of shield Health, he can fly indefinitely, giving him up to 20 seconds of flight. Shooting him will damage his shield Health and reduce his air-time. The ability cool-down begins whenever he runs out of Health and he can manually drain all remaining shield Health by using the ability again.
Primary Ability, Evasive Manoeuvres:
While air-borne, Vortex can boost in any direction, similar to Echo’s flight, at the cost of a few seconds of air-time.
Secondary Ability, Winch:
Vortex can launch a grapple at any player on either team, just like Zenyatta’s orbs. He can pull enemies off of ledges or perform combos with his teammates, such as a flying Death Blossom. This ability is best used to save teammates from death-pits. Teammates can use their interact button to disconnect themselves manually, to avoid trolling.
Passive Ability, Emergency Landing:
If shot down, Vortex will use his emergency power to glide until he reaches solid ground, similar to Echo’s glide.
Passive Ability, Downdraft:
While airborne, nearby enemies will be slightly knocked back by his wings.
Ultimate Ability, Care-Package:
Vortex will call a Care-Package that deals 600 impact damage. It functions like a deployable spawn-room. It has 600 Health and has a 75 HPS healing aura.
Description:
He wears a backpack with several articulated fins and two hydraulic arms, each equipped with a large, ring-shaped propeller that spins around the inside of the circumference, leaving an empty space in the middle. The rings are on their own gyroscopes for advanced aerial movement. Vortex also has two shoulder-mounted missile-arrays. All of the above can fold discreetly into his backpack / briefcase? Maybe he can take the backpack off to look like a Briefcase, IDK. He is extremely calm and serious, thinking before acting. He is a psychiatrist and will read patient diagnosis when bored. He is very cynical in nature. He has a pair of Prosthetic Legs below his thighs, as well as a Prosthetic Face, a result of being born around Nuclear Fallout from after the war. He had his Suit and Prosthetics commissioned by Former Blackwatch Lead Engineer, Kaan Karlikli, Inferno.
Zelda
Name:
Zelda Hyrule.
Class:
Support.
Health:
250 Base.
Primary Fire, Din’s Fire:
Zelda can charge-up and fire up to 3 consecutive fireball blasts that will bounce across surfaces and explode after a short duration, or upon collision with an enemy player or construct.
Secondary Fire, Nayru’s Love:
Zelda can form a large prism around her that can heal whatever damage it blocks in an AoE after the Ability ends.
Primary Ability, Farore’s Wind:
Zelda can teleport a short distance in whatever direction she is looking. If holding ‘S’, Zelda teleports in the opposite direction.
Secondary Ability, Phantom Slash:
Zelda can release a large, purple fireball that can bounce and pierce enemies, inflicting a 50% anti-heal.
Passive Ability, Zelda’s Grace:
Zelda naturally has lower gravity than others.
Ultimate Ability, Tri-Force:
Zelda can form a Tri-Force on the ground that can instantly kill any enemies below 50% Base HP, within its roughly Graviton Surge-sized radius. It will knock-back any enemies it can’t kill, dealing light damage.
Description:
Zelda has forgone her elegant robes for a sleeker, more nimble attire, with a silhouette closer to that of Sheik, but maintaining her default Colour-Scheme. I used Super Smash Bros Ultimate as my source material.
Zephyr
Name:
Zephyr.
Class:
Support.
Health:
200 Base.
Primary Fire, Microbursts:
Zephyr can rapidly shoot blasts of condensed air from her fingertips.
Secondary Fire, Gust:
Zephyr can charge up and fire a damaging blast of air that temporarily deflects most attacks and pushes back enemies directly in front of her. Think of it like a temporary shield.
Primary Ability, Breeze:
Zephyr plays a song, using her body as a flute. The song can heal all teammates who can hear it, negating LoS.
Secondary Ability, Cyclone Pad:
Zephyr can create a localised tornado, acting like a team-neutral jump-pad that can quickly launch any player in a 45-degree angle. The direction of the Cyclone Pad can be changed by toggling the ability, shifting the direction by 90-degrees at a time.
Passive Ability, Weightlessness:
Zephyr can slowly float upwards by holding space.
Ultimate Ability, Tempest:
Zephyr creates a large spherical tornado that pushes enemies away, deflects most attacks and cleanses all Debuffs, protecting all teammates inside of the radius. It’s a much more powerful version of Gust.
Description:
Zephyr is an Omnic, with the remarkable power to control the air flow around herself. Her torso contains an advanced set of turbines that she can use to create localised tornados. She doesn’t have any legs and the rest of her body is free-floating, held together by the air currents. She cannot speak, instead she communicates with various whistles by utilising the various holes in her body like a flute. She was given life by the very first Omnic, Aurora, although she chose not to partake in the Omnic Crisis. She has decorated her grey shell with various paints depicting flowers and the sky.