Overwatch 2 Tanks Guide – Every Tank Change Coming to Overwatch 2

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The Overwatch 2 beta is live, giving players the chance to try the PVP aspect of the upcoming sequel. In case you’re one of the lucky people that got an invite for the closed beta, or if you’re just curious about the changes made to your main, this guide lists the details. In particular, we’re looking into the current state of the Overwatch 2 tanks, explaining the tweaks and reworks involved ahead of the official release.

Keep in mind that Overwatch 2 is still in beta. As such, the changes listed below can and most likely be different for the official release.

Overwatch 2 Tank Hero Changes

Last updated on May 5, 2022

Doomfist

  • Moved from Damage to Tank role
  • Base health increased from 250 to 450
  • Uppercut: Ability removed
  • Hand Cannon: Damage reduced from 6 to 5 per pellet Ammo regeneration rate increased from once every 0.65 seconds to 0.4 seconds
  • Rocket Punch:
    • Impact damage range reduced from 50 – 100 to 15 – 30 damage
    • Wall slam damage range reduced from 50 – 150 to 20 – 40 damage
    • Maximum charge up time reduced from 1.4 to 1.0 seconds
    • Impacting a target now causes a secondary larger cone area check to grab extra targets and potentially knock them back
  • Power Block:
    • New Ability 2
    • Enter a blocking stance, reducing damage taken from the front by 90%
    • Maximum charge up time reduced from 1.4 to 1.0 seconds
    • Blocking at least 100 damage causes Doomfist’s gauntlet to become supercharged, empowering the next Rocket Punch in the following ways:
      • Increases damage by 50%
      • Travels 50% faster and further
      • Area-of-effect blast that knocks back additional targets is twice as large
      • Targets impacting a wall will be stunned for an additional 0.5 to 1.0 seconds, depending on charge amount
  • Seismic Slam:
    • Moved from Ability 2 to Ability 1
    • Now launches Doomfist into the air in the direction the player is aiming
    • Creates a wide arc shockwave upon landing, dealing 50 damage and slowing enemy movement speed by 30%
    • No longer has different behavior between being activated in the air or on the ground
    • No longer pulls in enemies
    • Can be canceled by pressing the ability key again
  • Meteor Strike (Ultimate):
    • Damage range reduced from 15 – 200 to 15 – 100.
    • Impact damage at the center 1-meter radius unchanged from 300 damage
    • Knockback removed, now additionally slows movement speed of all enemies hit by 50% for 2 seconds
    • Cast time reduced from 1.0 to 0.5 seconds

Orisa

  • Base armor increased from 200 to 250
  • Base health increased from 200 to 250
  • Augmented Fusion Driver:
    • New Primary Fire, now rapidly fires 10 plasma projectiles per second
    • Projectiles start out large and shrink as they travel
    • Damage starts at 10.5 and scales down to 4 damage over 35 meters
    • Uses a heat mechanic instead of ammo
    • Firing the weapon increases heat; cools down while not firing.
    • If weapon overheats, a forced release of heat prevents it from being fired for 3 seconds
  • Energy Javelin:
    • New Secondary Fire — Orisa throws a spear forward, impacting the first enemy in its path
    • Deals 80 damage
    • Stuns enemies for 0.2 seconds and knocks them back 6 meters
    • If enemy collides with a wall while being knocked back, they take 40 more damage and are stunned for an additional 0.3 seconds
  • Fortify:
    • Now slows Orisa’s movement speed by 20% while active
    • Now provides 125 extra health while active
    • Reduces heat generation from Orisa’s weapon by 50% while active
    • Duration increased from 4 to 4.5 seconds
  • Javelin Spin:
    • New Ability 2
    • Orisa rapidly spins a spear for 1.75 seconds, destroying incoming projectiles
    • Increases forward movement speed by 60% while active and by 20% for 2 seconds after the spinning ends
    • Rapidly damages enemies in her path, dealing up to 90 damage and constantly knocking them back
  • Terra Surge (Ultimate):
    • New Ultimate Ability
    • Orisa pulls in nearby enemies and becomes fortified, charging up an area-of-effect attack over 4 seconds
    • Releasing the charge deals up to 225 damage based on how long it was channeled
    • While charging, deals minor damage over time and slows nearby enemy movement speed by 30%

D.Va

  • Base Health increased from 300 to 450
  • Base Armor reduced from 300 to 200
  • Fusion Cannons: Primary Fire movement penalty reduced from 50% to 40%
    • Weapon spread reduced from 4 to 3.5

Sigma

  • Base shields increased from 100 to 200
  • Accretion: Damage increased from 70 to 100
  • Experimental Barrier: Barrier regeneration rate reduced from 120 to 100

Winston

  • New charged ranged attack — fully charged consumes 20 ammo and does 50 damage
  • You can charge the attack as you start going up the air after leaping as well
  • Bubble: you can see a timer in the bubble crosshair

Wrecking Ball

  • Base armor increased from 100 to 150
  • Base health increased from 500 to 550
  • Adaptive Shield: Radius increased from 8 to 10 meters Health gained per target increased from 75 to 100 health
  • Knockback increased by 36%

Reinhardt

  • Base armor increased from 200 to 300
  • Base health increased from 300 to 350
  • Steadfast (Passive): Replaced by Tank role passive
  • Barrier Field: Health reduced from 1,600 to 1,200 Regeneration rate reduced from 200 to 144 health per second
  • Charge:
    • Steering turn rate increased by 50%.
    • Can now be manually canceled
    • Charge Pin wall impact damage reduced from 300 to 225
    • Cooldown from 10 to 8 seconds
  • Fire Strike: Now has 2 ability charges; damage reduced from 100 to 90

Zarya

  • Base health increased from 200 to 250; base shields increased from 200 to 225
  • Particle Barrier:
    • Particle Barrier now has a 10-second cooldown on a shared 2-charge system with Projected Barrier
    • Cooldown now begins immediately on ability use instead of when the barrier has expired
    • Barrier’s duration increased from 2 to 2.5 seconds
  • Projected Barrier:
    • Projected Barrier now has a 10-second cooldown on a shared 2 charge system with Particle Barrier
    • Cooldown now begins immediately on ability use instead of when the barrier has expired
    • Barrier’s duration increased from 2 to 2.5 seconds Barrier targets cannot be targeted again by the ability for 2 seconds
  • Energy (Passive): Energy degeneration increased from 1.8 to 2.2 per second
  • Graviton Surge: Duration reduced from 4 to 3.5 seconds

Roadhog

  • Base health increased from 600 to 700
  • Take a Breather: Total healing increased from 300 to 350 health
  • Whole Hog:
    • This ability has changed from a ‘Channeled’ ultimate (e.g. Pharah, Reaper, Cassidy), into a ‘Transform’ ultimate (e.g. Soldier: 76, Genji, Winston)
    • The weapon no longer automatically fires, and you must press Primary Fire to use the ultimate
    • You can use normal abilities during Whole Hog without canceling the ultimate
    • Stuns will no longer cancel the ultimate

Winston

  • Base armor increased from 150 to 200
  • Tesla Cannon Secondary Fire:
    • New Secondary Fire
    • Hold Secondary Fire to charge, release to fire a 30-meter range jolt of electricity
    • Deals up to 50 damage
    • Costs up to 20 ammo
    • Secondary fire ammo cost reduced from 20 to 12
  • Barrier Projector:
    • Barrier Projector health increased from 650 to 800
    • Barrier Projector duration reduced from 9 to 8 seconds
    • Cooldown reduced from 13 to 12 seconds
  • Primal Rage (Ultimate): Ultimate cost increased by 10%

Those are all the Overwatch 2 Tanks changes for the time being!

While you’ll be seeing guides around Overwatch 2 from us, we’re reporting on the Activision-Blizzard allegations as they happen. In case you aren’t up to date, we highly encourage you to read more about recent events, including the story on the alleged interference from a California governor, the attempts to lift the mandatory vaccination mandate while the COVID-19 pandemic continues rampant, the announcement of US-based QA workers being promoted to full-time staff following a strike, which excluded Raven employees who have been working on unionizing since the beginning of the year, as well as the lawsuits regarding sexism and discrimination and wrongful death in an employee’s death by suicide.