I’m making this so that people don’t have to go through the strenuous effort of going to the Overwatch wiki, as it has been proven to me that this is clearly to demanding of a task to do.
All final number stats are surrounded by [brackets] to be easily identified. That way, you can just glance through without needing to read every single word.
Damage
Just his base damage stats.
- Reaper shoots [20 pellets] in a single shot.
- Each pellet does [5.4 damage].
- Reaper’s max damage without headshots is [108 damage]. (Bodyshots)
- Reaper’s max damage with headshots is [216 damage]. (Headshots)
- Reaper has a fire rate of [1 shot per 0.496 seconds].
(Wiki says he can output 216 per second, so I’m assuming the travel time/hit registration for his hitscan bullets isn’t fast enough to allow for a 3rd shot)
Against Armor
Armor affects Reaper’s damage on a ‘per pellet’ basis. Since his damage is 5.4 per pellet, it can’t be reduced by 10, otherwise, he’d be doing 0 damage. Therefore, it is cut in half, resulting in a meager [2.7 damage per pellet]. With that being said:
- Reaper’s maximum damage against armor without headshots is [54 damage per shot].
- Reaper’s maximum damage against armor with headshots is [108 damage per shot].
- Reaper’s life-steal is also affected by armor, since it is tethered to his damage.
Self-Sustain
Reaper’s life-steal is his only form of Self-Sustain, other than the global healing passive. It is tethered to his damage and is near instantaneous. If something effects his damage, it’ll also affect his life-steal.
- Life-steal percentage: [35%]
- Life-steal is affected by the 20% DPS passive.
- The value life-steals provided to Reaper as a unique trait was severely gutted by the global healing passive.
- For every 250 damage Reaper outputs into another characters base health, he receives [87.5 healing] in return.
(Barring some exceptions like damage resistance, armor, etc.)
- Life-steal is affected by armor, reducing it’s effectiveness in half. If Reaper does his maximum damage with headshots against an armored target (108 damage, no headshot reduction), he receives [37.8 HP] in return.
- Life-steal is affected by headshot resistance. If Reaper does his maximum damage with headshots against a target with headshot resistance (162 damage, no armor), he receives [40.5 HP] in return.
Range
Reaper’s greatest weakness is his range. Without a reliable tool to close the gap consistently, Reaper can not effectively get kills against enemies of equal skill.
- Reaper’s falloff range begins at 10m and decreases from [5.4 to 1.62], which stays a consistent 1.62 from 20m and beyond.
- Reaper’s spread is at a [6 degree] angle.
- If Reaper’s spread was minimized to 0, he would be capable of doing a maximum of [32.4 damage] without headshots from beyond 20m.
- If Reaper’s spread was minimized to 0, he would be capable of doing a maximum of [64.8 damage] with headshots from beyond 20m.
- If Reaper’s spread was minimized to 0, he would be capable of doing a maximum of [108 damage] without headshots within 10m.
- If Reaper’s spread was minimized to 0, he would be capable of doing a maximum of [216 damage] with headshots within 10m.
Effective Range
This part deserves it’s own chapter, since I’ve had to repeat it so many times in several different posts.
- Reaper’s effective range is within [5-6m]. (Previously 5m, but the change to his spread from 6.5 to 6 has increased this range by 1m)
- Reaper can only do maximum damage (216) from within 1m. [Outside of 1m, Reaper misses too many pellets to be able to one-shot even a Tracer].
- [At 5-6m, Reaper is capable of landing enough shots to two-tap/three-tap most squishies at and below 250 HP]. This number varies depending on the variation of the random spread landing more/less pellets on the head hitbox.
- Reaper is [no longer capable of one-tapping previous-200 HP] heroes with the global health pool changes of season 9.
- Reaper is still [incapable of one-tapping 225 HP heroes], as his maximum damage does not breach 225 (216 damage).
300 HP
Many people believe Reaper has too much health…
Many people would wrong.
- Reaper previously had 250 HP, alongside the other characters who had 200 HP and 150 HP respectively (outside of a few exceptions and Tanks).
- With the changes to Health pools in season 9, Reaper’s health (alongside other 300 HP heroes) was disproportionately increased. A flat increase of 50 HP begins to dramatically decrease in value the higher the starting health pool is.
- 150 HP characters got a flat increase of [33.33% to 200].
The math being 200 (New health) subtracted by 150 (Old health) to get 50 (number of health buffed). Divide 50 (number of health buffed) by 150 (Old health)-> ((50/150 = 1/3)) to get 0.33 x 100 = 33% increase. For simplicity’s sake, I will just type the conversions of the other two without math.
- 200 HP characters got a flat increase of [25% to 250].
- 300 HP characters got a flat increase of [20% to 300].
A Proper Rescaling
Since the point of the global health increases was to slow down the game and NOT to screw over higher HP characters, here’s how it should’ve been done so that everyone scaled up proportionately.
- If we were to use the same numbers from the lower end with 150 going to 200, the scaling would be [200 → 266.66] and [250 → 333.33].
- If we instead want to calculate from the higher end, going from 250 to 300, the scaling would be [150 → 180] and [200 → 240].
So, regardless of all you nay-sayers saying Reaper has too much health, he proportionately has LESS HEALTH than he did when he was 250. You never complained about it when he was 250, so why start now? Is it because he’s once again equally as balanced as your favorite hero who can now no longer decimate him? Hm…
tl;dr
Reaper bad.
That is all for now. If you think of something I didn’t (if you even bothered to read this mountain of text that I’m going to link every time someone says something factually incorrect about Reaper), please tell me so I can add it later.
Edit #1: More brackets
Edit #2: Removed “(Against both armor and headshot resistance, if Reaper does his maximum damage with headshots (81 damage), he will receive [28.3 HP] in return.)” as it exceeds the max cap of 50% on global damage resistance. (Thank you mn99 for pointing this out)