D.Va is an Initiator Tank hero in Overwatch. She is one of the 21 heroes included in the game's release on 24 May 2016.
Overview
D.Va Hero Selection
D.Va’s mech is nimble and powerful — its twin Fusion Cannons blast away with autofire at short range, and she can use its Boosters to barrel over enemies and obstacles, or absorb attacks with her projectile-destroying Defense Matrix.
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Overwatch 2 Key Art
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Overwatch 1 Key Art
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3D Portrait
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2D Portrait
Abilities
Passive Abilities
- Ultimate charge and perk progress generation from damage and healing dealt to heroes with the Role: Tank passive is reduced by 40%.
- All tanks have 150 more health in Role Queue. The amount of armor and/or shields remains the same.
- No longer grants increased base health.
- Ultimate charge generation reduction reduced from 40% to 20%.
- Triggers when using certain movement abilities:
- Winston: Jump Pack
- D.Va: Boosters
- Hazard: Violent Leap
- Wrecking Ball: Grappling Claw (with fireball)
- Doomfist: Rocket Punch
- Lasts for 1 second with a 5 second cooldown. This is seperate from the cooldown of the ability.
- Once triggered, all 50 healing will be granted, even if the hero takes damage mid-heal.
- The passive doesn't activate if the hero is full health.
- D.Va can use Self-Destruct while ejecting.
- D.Va is invulnerable while ejecting for 1.8 seconds.
- If D.Va falls off the map while still in her mech, she will be instantly eliminated.
- D.Va is only able to crouch while in Pilot form; Mech form cannot crouch.
- If using an emote while in Pilot form, D.Va will do a single emote unique to Pilot form rather than any selected emote.
Weapons
22 - 6.6 (per volley)
- Damage per second: 146 while firing
- No movement speed penalty while Boosters are active.
- Weapon spread increased from 3.375 to 4 degrees.
- Damage per second: 98 while firing (65.77 overall w/ reload)
Special Abilities
16% per second (regen rate)
3 seconds (max)
0.75 seconds (energy regen delay)
- D.Va cannot fire Fusion Cannons or use quick melee while channeling Defense Matrix.
- Can be used simultaneously with Boosters and Micro Missiles.
- Defense Matrix has a resource meter which depletes while it is active and recharges when not in use.
- The meter takes 6 seconds to recharge from 0% to 100%.
- The following interactions cannot be negated:
- Strong projectiles: Chain Hook, Pummel, Accretion, Grappling Claw, Minefield, Steel Trap, Translocator, Sentry Turret, Deploy Turret, Immortality Field, Petal Platform, Whip Shot, Hyper Ring, Binding Chain and Anchor Drone.
- Attacks classified as Beam, Melee, Shockwave or Area of Effect.
- Abilities that create an AoE or leave a deployable, but travel as a projectile can be blocked before they land.
- Changing the direction of the character's gaze (and hence the matrix zone) takes time. It takes ~0.14 seconds to be able to matrix something that was exactly behind you.
- Maximum duration reduced from 3 to 2 seconds.
- Recharge rate reduced by 15%.
Movement
2 seconds (max)
- Can be used simultaneously with Fusion Cannons, quick melee, Micro Missiles, and/or Defense Matrix.
- Does not affect Fusion Cannons or Micro Missiles accuracy. Although reticles with the 'show accuracy' option enabled suggest a spread increase when using the Boosters, it is a purely cosmetic change.
- Boosters movement speed is unaffected by gravity, but is affected by slowing effects.
- Boosters movement speed buff doesn't count towards global movement speed buff cap.
Area of effect
5.5 - 1.375 (splash, enemy)
5.5 - 1.375 (splash, self)
- Damage per second: 82.5 while firing
- Deals up to a total of 135 damage with direct hits.
- Cannot be manually cancelled.
- If the ability is interrupted before the end of the casting time, the cooldown will not start.
- The projectile can be destroyed while in midair by Defense Matrix, Kinetic Grasp, Javelin Spin, Power Matrix and Kekkai Sanctuary and reflected by Deflect, but the splash is unaffected.
- Amplification Matrix affects all damage dealt if the projectile passes through it. Splash damage alone going through is not amplified.
- Cooldown increased from 7 to 8 seconds.
Ultimate Ability
22.4 m/s (max)
- Enemies hit by the explosion are also knocked back.
- If Self-Destruct was activated while Boosters were on, they will remain active for their remaining duration.
- The moving mech can be stopped by any ability that would interrupt Boosters.
- Automatically reloads the Light Gun.
- Using Self-Destruct allows (pilot) D.Va to escape Gravitic Flux, leaving the exploding mech in the suspension.
- Life Grip cannot be used on the exploding mech.
- Enemies hit by Call Mech take damage and are knocked back.
- Becomes completely charged after Self-Destruct detonates, or if D.Va is Resurrected.
- Has to be grounded to activate.
- Call Mech can be interrupted during its cast if D.Va is stunned, knocked down, or hacked, including subsidiary effects, consuming the ultimate charge.
- Entering the mech will allow D.Va to escape Gravitic Flux; however, it must be activated beforehand, as the ability will be disabled once Gravitic Flux takes effect.
- D.Va cannot be pulled by Life Grip during Call Mech.
- It is possible to gain massive ultimate charge from Boosters with environmental kill before mech destroyed.
Perks
Minor Perks
A Minor Perk is unlocked at level 2.
- At the end of the duration, overhealth starts to decay at rate of 25/s.
Major perks
A Major Perk is unlocked at level 3.
25% of damage absorbed (recharging)
- Health conversion does not affect Pilot form.
- Healing shields does not grant ultimate charge.
22 - 6.6 → 11 - 3.3 (per volley)
- Cooldown starts when the effect ends.
Hero-specific options
| Setting name | Options | Description |
|---|---|---|
| Toggle Defense Matrix | Off (default) | Defense Matrix deactivates when player stops holding the button. |
| On | Defense Matrix deactivates when player presses the button again. | |
| Hold to use Boosters | Off (default) | Boosters deactivates when player presses the button again. |
| On | Boosters deactivates when player stops holding the button. | |
| Hide Boosters cancel text | Off (default) | Cancel text UI element is displayed to the left of the crosshair. |
| On | Cancel text UI element is hidden. | |
| Hide Boosters timer | Off (default) | Timer UI element is displayed around the crosshair. |
| On | Timer UI element is hidden. | |
| Light Gun input | Primary Fire (default) | Pressing Primary Fire fires Light Gun. |
| Secondary Fire | Pressing Secondary Fire fires Light Gun. | |
| Both | Pressing either Primary Fire or Secondary Fire fires Light Gun. | |
| Relative Light Gun aim sensitivity | 1% ... 500% (default: 100%) | Multiplier to base aim sensitivity in Pilot Form. |
Stadium
D.Va is a playable hero in Stadium game mode. See D.Va/Stadium for a list of hero-specific Items and Powers.
Strategy
D.Va is a unique tank with some mobility. With very high health and Boosters, she can close a gap to the enemy with ease. She has high damage output at close-range, making her a strong fighter in a 1-on-1 match. Her Defense Matrix is useful against all incoming projectiles regardless of DPS, protecting her teammates from enemy fire. The Micro Missiles deal high amount of damage when used in close range. She is a dangerous flanker in the Tank class, dealing consistent damage to the enemy. Self-Destruct will wipe all opponents within the blast area. However, she doesn't have an extended barrier to properly protect her team like Reinhardt. She is also slow while firing, allowing the enemy to outrun her to disengage or move around her to distract her aiming. Both Fusion Cannons and Micro Missiles are ineffective against anything further than medium-range, meaning she can be outranged by the enemy before she even has a chance to close a gap with Boosters.
Weapons & Abilities
- Fusion Cannons: D.Va's main weapons on the mech. Her mech can fire consistent shotgun-like bullets onto the targeted point. She can rapidly fire her bullets without needing to reload, but suffers from slow movement while firing.
- While firing her Fusion Cannons, D.Va's movement speed is reduced by 40%, down to 3.3 m/s.
- Fusion Cannons have 11 bullets per shot and large spreading; position yourself to the closest of the targets so that they won't be able to escape from you while firing.
- Aiming for the upper-body is recommended due to the nature of spread in combination with infinite ammo.
- Spraying the bullets at mid-to-long range has little to no effect, but it can pressure the enemy and sometimes interrupt some certain abilities when hit, like supports' self-healing passive and Sombra's Stealth.
- The Light Gun does not have damage falloff, and is actually more effective than the Fusion Cannons at long range.
- Defense Matrix: D.Va's primary defensive ability. When activated, the targeting-array will pop up from the front of her mech, reaching up to 10 meters away. All incoming projectiles will be shot down mid-air when they come into range of this ability. D.Va cannot attack with her Fusion Cannons while using it.
- While Defense Matrix has infinite "health" and can block any number of projectiles, it only lasts for 3 seconds when used continuously, and requires 1 second before beginning a recharge, which takes 6 seconds until it is fully recharged. Try to use it as a quick-burst protection instead of as a main blocking tool like the barriers of Reinhardt or Sigma.
- If some hero rushes into a group of enemies, use Defense Matrix to cover your allies when needed. For example, cover Winston when he jumps in or cover Pharah when she is using her ultimate. You can protect your teammates with Defense Matrix without needing to be right next to them thanks to its long range. Keep its short duration in mind; try not to spend all of its charge and leaving yourself as the enemy's main target.
- Defense Matrix only blocks fire from the front, and cannot negate incoming projectiles from other directions, making it ineffective against flankers and less viable when used as a barrier to protect her team or herself.
- Keep playing a mind game; try to lure some heroes like Zarya or Mei into thinking that you have run out of Defense Matrix so that you can use it to block their Ultimate. D.Va's Defense Matrix is very useful to erase a powerful ultimate if timed properly.
- When retreating from a group of enemies, activating Defense Matrix while moving backward will greatly help D.Va to survive a strong attack.
- Boosters: When activated, D.Va's mech will launch into the air. She will move forward with faster movement speed and be able to adjust her momentum for 2 seconds. Deals damage and knockback to enemies when collided with. Fusion Cannons are available to use during Boosters.
- The cooldown triggers after the Boosters ability ends.
- Despite its small damage, it can still be used with a melee combo to guarantee a strong knockback and decent damage dealt.
- Using Boosters in combination with Fusion Cannons can guarantee a kill on injured enemies who are trying to retreat.
- D.Va can activate Defense Matrix during the flight to protect herself from enemy fire.
- Boosters can be stopped mid-use by a melee attack or Boosters' key again.
- Micro Missiles: When activated, D.Va's mech will launch a volley of missiles after a short cast time. The missiles will travel in a straight line and hit the first solid target. The ability can be activated in all actions and can't be stopped until D.Va is stunned or the mech is destroyed. The missiles can damage the D.Va who fired them.
- Combining the ability with primary fire can ensure a kill on an isolated enemy. It is less effective when used on a group of enemies, but still provides a strong pressure and enough damage to gain a great amount of ultimate charge.
- Since it can be activated at any time, consider using it when Defense Matrix is activated. This will render the enemy's attack useless and hurt them with a bunch of missiles.
- Try not to waste the ability on a hero with a stun attack, since a stun effect can interrupt the missiles immediately.
- It's better not to use missiles apart from close range. The missiles travel at a slow speed and only deal small damage upon impact. Additionally, the enemy team can easily see it coming from afar and walk a step back to dodge it.
- Self-Destruct: (Ultimate): The ultimate of D.Va's mech. D.Va will eject from her mech, which will detonate after 3 seconds. It deals massive damage upon explosion in a very large area around it.
- The mech will receive any momentum from Boosters if they were used prior to activating Self-Destruct. Use this to launch it in the right direction, and even to stall its travel around corners and catch enemies by surprise.
- The blast creates a strong knockback effect on any opponents that survive, sometimes launching them into a pit or off a cliff.
- Any cover will block the damage from Self-Destruct entirely; even a light post that is large enough to cover the hero's size will allow them to survive the blast.
- Succeeding in using Self-Destruct's explosion will fully charge D.Va's Call Mech ability. However, if your mech is blown off a cliff while the countdown is still going, you will not gain any ultimate charge.
- After her mech takes critical damage, there is a brief window between the damage being taken and her ejecting from the cockpit where an ultimate can be used to cause the mech to detonate rather than simply being destroyed. This will also give her a full Call Mech ultimate charge.
- Light Gun: D.Va's main weapon after her mech is destroyed. The Light Gun deals considerable damage with fast (but not hitscan) projectile bullets.
- The weapon is very accurate at most ranges. D.Va can use while kiteing enemies and charge her ultimate meter to call a new mech.
- With her small hitbox, D.Va can dance around and kite the enemy, using the weapon's projectile nature to cut off the enemy's escape routes. Keep in mind that you have low survivability and lack movement options in pilot form, though.
- The Light Gun does not have damage falloff, and is actually more effective than the Fusion Cannons at long range.
- Call Mech: (Ultimate): D.Va can call a new mech after her previous one is destroyed.
- The mech will deal considerable damage around it upon impact, killing any low health character. However, you must make sure that you can safely return to the mech.
- The ability creates a strong knockback upon cast. It can launch the enemy to an environmental kill.
- Both D.Va and her mech can be damaged or killed while she is entering the mech.
- When not fully operating the mech, any damage being dealt to you will not transfer to ultimate charge for your enemies.
General Strategies
- While D.Va is considered a Tank, a lot of successful D.Va players use her like Reaper. Flanking and harassing are some of D.Va's strong suits. Her high damage output at close range coupled with her Boosters movement ability makes it easy for her to get "shotgun-like" damage in and escape with ease.
- Defense Matrix is especially strong against most damage dealers. It can even negate a dangerous bullet from Cassidy's Deadeye or even Pharah's Barrage.
- You can close the gap on most heroes with Boosters, but you will be susceptible to enemy fire while airborne. Defense Matrix can be used during Boosters, so activate it while flying towards a target that's shooting at you.
- You need to prioritize protecting the team from flankers and snipers, potentially by rushing them down at close range. Snipers are your first target since they are vulnerable at close range followed by other damage dealers depending on the situation and their position.
- Strategize where and when to place a Self-Destructing mech. The 3 seconds countdown of Self-Destruct is long enough for your enemies to find cover or get behind a friendly Barrier. One effective tool is to use Boosters before Self-Destruct to send the Ultimate out from a blind spot towards a place where there is less cover.
- D.Va's high damage in her mech is useful against Tanks. Due to their large size and slow speed, the burst damage of Micro Missiles and Fusion Cannons can chew through a lot of health.
- Even though Defense Matrix will destroy all projectiles, it will not absorb beams such as Zarya's Particle Cannon, Mei's Endothermic Blaster, Moira's Biotic Grasp, or Symmetra's Photon Projector.
- D.Va has a large critbox in front of her mech (the cockpit). You will receive critical damage easier than most heroes, so avoid turning your mech to face oncoming fire without Defense Matrix active.
- Ramming an enemy with Boosters deals damage in addition to mild knockback, which may be enough to finish off a low-health opponent.
- When out of the suit, D.Va's primary goal is to score as many headshots as possible, as fast as possible, to call her next mech. You may want to target a distant, large enemy such as Roadhog or an enemy D.Va to regain your ultimate charge.
Match-Ups and Team Synergy
Tank
| Hero | Match-Up | Team Synergy |
|---|---|---|
D.Va |
D.Va mirror matches are extremely bizarre. Both of you are going to try to act smart and fight around each others' Defense Matrix. Don't use too much of your Defense Matrix at any point, so that you are always able to counter the opponent's Micro Missiles and Fusion Cannons should they use them, and simultaneously try not to fire your Micro Missiles until you're sure your opponent has crossed this threshold. If your opponent is blocking your attacks, do not stop firing. Your ammo is infinite; her Defense Matrix is not. Eventually her Defense Matrix will drop, and she will be completely out of luck, especially if your teammates show up to join the fight. While they block your shots with Defense Matrix, get in close and use melee attacks to put in damage. Generally speaking, though, it's a bad idea to fight with another D.Va unless you're certain she has low health. She might not kill you, but she'll waste a lot of your time that should be spent helping your team, so it's better to retreat and have her either disengage or chase you back to meet your team and a gruesome end. If the other D.Va loses her mech, just activate Defense Matrix while she fires her gun, because now she has to reload while you don't. As soon as she starts reloading, start shooting. A few unblocked shots will make you lose your Mech if you're not careful - a Pilot D.Va can take you out with enough headshots, but play it right and you can take her out quickly. If you lose your mech first, try to disengage. Backpedal and continue firing, trying to regroup with your team. If she activates Defense Matrix, stop firing and reload; this will make her drop her Defense Matrix, but by then you'll have reloaded and you can fire again. | This Synergy can only occur in Gamemodes with no role-locks or if an Echo is present.
Double D.Va is a deadly duo. With 2 Defense Matrix's and twice the missiles, good teamwork can allow you both to quickly dive and destroy the opponent's backline without issue, quickly finishing a fight. Be sure to coordinate your Self-Destruct's, as using both at the same time can cover a lot of ground, but can be more easily avoided if opponents take cover in the same area. Instead, timing the ultimate's back-to-back ensure opponents can't touch the objective until both have detonated, buying valuable time for your team to progress or capture the objective. Also be wary of when your other D.Va uses her Defense Matrix, as to avoid wasting both at the same time. |
Doomfist |
Defense Matrix can only negate Doomfist's primary fire, and his consistent stunning moves can make escaping him excessively difficult. Choosing to fight him head-on alone will also end badly, as his ability to generate overhealth means he'll usually be able to outlast you until your Mech is destroyed, at which point you're as good as gone. Keep your distance, and only engage when you have teammates to help you or if he's already nearly dead. | Be careful with using Defense Matrix when a friendly Doomfist is using Power Block, as he may be looking to absorb damage to empower his Rocket Punch. |
Hazard |
Against a Hazard, you've got a tricky game ahead of you. At close range, Hazard's Bonespur can quickly burst down your health with enough headshots, but he's only got so much ammo, so be sure to use Defense Matrix to mitigate as much of his damage as you can. His Spike Guard can save him in sticky situations and stop a lot of your damage, but not all of it, so if he's very low keep, be sure to keep firing through it, but otherwise you can Defense Matrix the shots from it. He's an agile tank, who'll chase you down if your low enough, so try avoid running in a single direction, and use Boosters flexible mobility to move around so he can't easily catch you. If he dives one of your allies, Defense Matrix his damage to prevent him securing a kill. If he uses Jagged Wall to block you off, use your Boosters to fly over it to stay in your teammates view, and if he blocks an ally off, use your infinite ammo and missles to burst the wall down so they can fall back safely. | As a teammate, Hazard and D.Va can be a deadly duo. He can use his Jagged Wall to block off an enemy, allowing you both to quickly mow them down before they can escape. Be wary of your team though, as Hazard lacks any defensive abilities to protect his teammates, usually putting himself between them and the opponent. If someone does get past him, it's up to you to protect them and prevent him from dying. Also, his Downpour ultimate can set up a great Self-Destruct, as it prevents opponents from escaping its radius. |
Junker Queen |
With no barriers to block your attacks, fighting Junker Queen is a breath of fresh air compared to other Tanks. That being said, Defense Matrix can only block Junker Queen's Scattergun and a thrown Jagged Blade, whereas you and your team are still vulnerable to Carnage and her Rampage. With smart usage of Boosters, though, you should typically be able to avoid both thanks to their long animation times. One minor issue when fighting Junker Queen is Commanding Shout being able to save herself or her nearby teammates when they're near death. When hit by Rampage, it's best to retreat, since Adrenaline Rush combined with Rampage's wound damage will mean that you're more likely to lose your Mech before you can finish Junker Queen off. | With a Junker Queen by your side, you can more easily focus on diving opponents and catching opponents off angling than front-lining for your team. She's a deadly brawler who can hold her ground without much trouble, but be sure to keep an eye on her incase she needs your Defense Matrix for help, as she can't prevent damage herself. Similarly, an opponents dragged in by Jagged Blade is easy pickings for you to burst down with missiles, assuming the Queen doesn't burst them down herself. |
Mauga |
Mauga is the bane of all Tank's. With the combination of his Incendiary Chaingun and Volatile Chaingun, he can melt you as fast as a Bastion. You should never want to fight a Mauga alone, but instead hope to catch him overextending with your team, so you can collectively destroy him. While you can use your Defense Matrix to block most of the damage from his guns, try save it for when an ally is being run down by him, or more importantly, when he uses his Cardiac Overdrive, to prevent his life-steal from healing him back up. If he does try to run you down, use Boosters to run away, preferably to high-ground, or alternatively use them to chase him when he's low and trying to escape with Overrun. If caught in Cage Fight, there's not much you can do but block and fight. Alternatively, if in his ultimate, you can use Self-Destruct to force him to cancel his ultimate early, or be eliminated quickly. If you do get run down by him, remember that you can use Self-Destruct as a physical shield to prevent him from gunning down your pilot form. | A friendly Mauga is a deadly ally. His Cardiac Overdrive gives you nearby allies life-steal and damage reduction, allowing you to more confidently engage and burst down opponents. Be sure to use your Defense Matrix on Mauga if he's trying to disengage a fight, so he can safely escape without being run down himsef. His ultimate, Cage Fight creates the perfect stage for your Self-Destruct, allowing you to guarantee eliminations on any enemies caught in it, with no chance of their escape. |
Orisa |
Orisa can use Javelin Spin to block your Micro Missiles, and thanks to Fortify, quickly gunning Orisa down can prove to be difficult. However, your Defense Matrix can absorb her primary fire, making most fights with her come down to a standstill. While Defense Matrix can also block Orisa's Energy Javelin, it can be hard to predict. If fighting in an area with pits, don't use your Boosters too frequently, as Orisa can push you in with Energy Javelin and Javelin Spin, and you'll want to be able to quickly fly out. Thanks to the low cooldown of Javelin Spin, Orisa will often be shoving you around to places you don't want to be and denying you your Boosters, so try to keep your distance from her to avoid this. When Orisa uses her ultimate, Terra Surge, try to quickly get out using Boosters. Orisa cannot block Self-Destruct for her team, but she can survive it with Fortify, so try to time it accordingly if possible. | A sturdy Orisa as your teammate frees you up to play as a more aggressive Tank. With that in mind, don't leave her to fend for herself; once you've picked off any flankers or lone enemies, try to stay by your Orisa to make sure she isn't ambushed, since she's not as handy as you are in a close range fight. |
Ramattra |
Ramattra is one of the more difficult Tanks for D.Va to deal with. When in Omnic Form, he can spam his Void Accelerator at you from a distance, and while you can easily block it with Defense Matrix, it's maximum duration is only so long, whereas Void Accelerator's lack of damage falloff and large ammo capacity means that blocking it is a short-term solution to a long-term problem. If you close the distance on him, Ramattra can activate Nemesis Form, which is even worse; his Pummel strikes can't be blocked by Defense Matrix, so it won't be long before you lose your Mech. Void Barrier can stop you from landing good hits on him and his team, and even if you maneuver around it, you'll just end up in the close range of his Nemesis Form. All in all, there's very little you can do against an enemy Ramattra beyond play with the hand you've been dealt; block Void Accelerator when possible, but more often it's better to use terrain as cover. Pelt him from medium range with your Fusion Cannons, and when he enters Nemesis Form, either retreat or try to focus on weak teammates that he is no longer able to protect without his Void Barrier. During Annihilation, unless Ramattra is already near-death, it's best to run rather than fight, as the combination of his Ultimate and his Pummel strikes will not only cause you to quickly lose your Mech, but will only cause Annihilation to last even longer to rip through the rest of your team. | Ramattra is a flexible front-line tank. He does great damage at range and up close, with a barrier and block to protect him and allies around him. As such, there isn't much he needs from D.Va that he can't do himself. If he's caught off-guard and nearly eliminated, it may be worth using Defense Matrix to try save him from dying, and give your supports time to heal him back up. |
Reinhardt |
Your quick mobility, ramming potential, and burst-fire capabilities allow you to chase down a lone Reinhardt and quickly finish him off. Conversely, if Reinhardt is chasing after you, fly away and he will be incapable of catching up. Using Boosters to fly into Reinhardt can also distract him just enough for your team to advance and attack his teammates, whom he is no longer protecting. However, be wary that Reinhardt can block your Self-Destruct with his barrier. It is therefore best to save Self-Destruct until the opposing Reinhardt is dead, his barrier is shattered, or an ally is able to disrupt him and force him to drop his barrier. | As D.Va lacks any capability to produce shields, a friendly Reinhardt can cover your role as a primary Tank while you block large-impact attacks and chase after enemies Reinhardt is incapable of pursuing. The stun of Earthshatter is an excellent setup to safely perform a team-wipe with Self-Destruct. |
Roadhog |
Roadhog fights are extremely unfortunate, because your Defense Matrix does not stop his Chain Hook. If you get hooked, do not start fighting back. Instead, immediately hit your Boosters, turn around, and fly back to your team. Chances are you'll survive the encounter, but if you play by his game and fight him after being hooked, he can potentially destroy your mech in almost no time with enough headshots. Even if he misses the hook and you're in a 1 on 1 situation, his self-heal from Take a Breather will allow him to outlast you, and eventually you'll lose your mech, at which point you're easy pickings. While you aren't much help against Roadhog in a 1 on 1 fight, you're much more helpful in a group fight. When your allies are hooked by Roadhog, quickly boosting in and activating Defense Matrix can save them from a grizzly end. This will require quick reaction time, so when the opponent has a Roadhog and you're entering a group-fight, you should always have Boosters and Defense Matrix at the ready. When out of your mech, only fight Roadhog at extremely safe range while using cover. If you get in his hook's range, he will grab you and end you, but if you keep your distance, he can't do anything but soak up damage while you quickly build back up your Call Mech Ultimate. | Teaming up a D.Va and Roadhog will result in your team lacking heavily in protection. However, among the Tanks, D.Va and Roadhog are also arguably the most offensively powerful. With the right team comp that focuses more on barreling through an enemy line rather than slowly pushing and protecting your team, you can pick off key targets while your Damage allies finish off any stragglers. |
Sigma |
Sigma's Kinetic Grasp is very similar to your own Defense Matrix; the main differences between the two is that Kinetic Grasp has a lengthy cooldown compared to your rechargeable meter and that projectiles absorbed by Kinetic Grasp are converted to overhealth for the enemy Sigma. When Sigma has Kinetic Grasp active, be careful not to use your Micro Missiles or fire at him; instead, charge him with your Boosters or stick with your team and prepare to attack once the ability concludes. While it's best to try to fight around Sigma's Experimental Barrier, if the barrier is active but his team isn't nearby, you can take a second to attack and shatter the barrier while it's out in the open. If you do this and run into Sigma shortly after, he'll be down a barrier and therefore be less capable of protecting his team and himself. When Sigma activates Gravitic Flux, it may be wise to fly up and away from your team, rather than backpedaling together with them and making yourselves easy targets; the high speed of your Boosters may also help you escape the rim of the ability just before it attempts to lift you. As Gravitic Flux alone is not enough to kill full health heroes, use your Defense Matrix to block fire from Sigma and his team, so that your allies don't take enough damage to die from Gravitic Flux's slam. | With a friendly Sigma on your team, you'll have an incredibly easy time negating incoming projectiles and covering each other's bases. That being said, you'll have a much greater difficulty against beam weapons such as those of Zarya and Symmetra. Try to do your fair share of absorbing projectiles and don't put the burden of protection on your friendly Sigma; if his Experimental Barrier goes down, both he and your team will be far more fragile. |
Wrecking Ball |
If you and Wrecking Ball both stay put and fire away at one another, you're almost certain to come out on top. Unfortunately, due to his high mobility, this will rarely be the case. While it's unlikely that Wrecking Ball will ever land a kill on you unless he's supported by his allies, his primary asset against you is being a nuisance who will refuse to die. Ramming him with your Boosters can temporarily disrupt him if he's swinging around, but even then he can simply roll away from a fight he doesn't wish to continue. As much as he may try to attract your attention, try to focus on killing Wrecking Ball's teammates in a group fight before turning your focus to him. | If your team decides to run both D.Va and Wrecking Ball as your tanks, you're offering your team extremely minimal protection. That being said, if your team is filled with heroes who prefer to stay mobile and fend for themselves, such as Genji, Tracer and Lúcio, this may be an acceptable, aggressive team composition. |
Winston |
Out of your mech, Winston is a nightmare, because he'll just Jump Pack towards you and taser you before you can whittle through his massive health. In your mech, though, his gun will only deal insignificant damage to your larger health pool while you quickly gun him down due to his large hitbox. A well-aimed ram with Boosters can knock him out of his Barrier Projector's protection, making him easier to kill. If he jumps away, chase him down with your Boosters and finish him off. | The classic "dive comp" combo, D.Va and Winston both have the ability to quickly move towards, or "dive", an enemy. This is especially helpful to ambush foes that wish to remain on the backline, such as Widowmaker or Support heroes. Try to coordinate with a friendly Winston so you both ambush the same target simultaneously. |
Zarya |
Zarya is among D.Va's greatest enemies, as she can build lots of charge from the fire of D.Va's Fusion Cannons and Micro Missiles, and her beam is not blocked by Defense Matrix. She also has more than enough health to go up against D.Va's damage output, unlike other characters with beam weapons such as Symmetra and Mei. If an enemy Zarya's Particle Cannon is supercharged, she will mow you down without mercy. Just always keep calm and think things through. If her Particle Barrier's up, try not to fight her. Either pause and wait until the bubble drops or flee if you feel you must. When the barrier's down and you think you stand a chance, close the gap as much as you can (you can Boost up/around her while the barrier's up) and try to fight at point blank range. If you get her near-death and she activates her barrier, it's sometimes a better move to force your way through the barrier; she'll be empowered, but you'll be taking the gamble that you can finish her off before she can kill you. She can easily overpower you at mid range, but you might be able to quickly take her out if you nail her face quick enough. Overall, always remember to take extreme caution with her, and if her laser is supercharged, get out before she kills you. | While having a Zarya as a second tank will cost your team traditional barriers, you each have unique ways to negate incoming fire. As long as you keep constant awareness of your teammates, you can both keep them safe from enemy fire. Zarya's Ultimate, Graviton Surge, can combo well with Self-Destruct; just make sure that if an enemy with a barrier (such as Reinhardt) is caught in the mix, you either kill him or take out his barrier, because otherwise the combo will be for naught. |
Damage
| Hero | Match-Up | Team Synergy | |
|---|---|---|---|
Ashe |
You excel at taking down snipers, and Ashe is no exception. Defense Matrix can negate most of Ashe's abilities; if you fly towards Ashe point blank while she's isolated, you can take her out and retreat before her teammates show up to avenge her. Just be sure not to let her keep that distance, as at range she can quickly take you down without issue. As for B.O.B., you can either coordinate with your team to quickly eliminate him before he gets value, using Defense Matrix to block his damage, and prevent opponents from healing him. | A friendly Ashe is hardly a concern for you. They'll often by occupying a mid-to-long range distance from the fight, while you'll be up-close to opponents in the front. If a friendly Ashe gets dived though, it's worth falling back and protecting them so they can survive the encounter and resume the fight. If you catch a low-health opponent in fire from Ashe's Dynamite, it may be worth diving them to burn down the remainder of their health, to secure the elimination. When a friendly Ashe deploys B.O.B., be sure to use Defense Matrix to prevent anyone from stunning him or melting him down. | |
Bastion |
You can negate an enemy Bastion's Configuration: Assault gunfire with your Defense Matrix, but that's only useful if your teammates are there to help fight him as well. At both close and long range, he has you beat damage-wise. Unless you're protecting your team, try to avoid him if you can, or in the very least try to catch him from behind by surprise. If you're desperate, you can fly around him at point-blank range and confuse him, potentially killing him before he can run you down, and when in Pilot Form you can use your small hitbox to wildly jump and duck to avoid his attacks. If Bastion is in Recon configuration instead of Assault, he's going to be much easier to finish off. If you catch a Bastion running around, try to eliminate him before he can transform or reach his team. If he does transform, consider his health, and decide whether you think you can kill him quickly enough or if you need to flee. When Bastion uses his ultimate, Configuration: Artillery, use Defense Matrix over the center of the target areas. This allows you to absorb the shots on the way down, because they actually travel as projectiles before hitting the ground and exploding. | While D.Va isn't as well-suited to protect a friendly Bastion as Reinhardt or Orisa, her Defense Matrix can save him from a sudden large-impact attack, such as Pharah's Barrage. If Bastion has no one nearby to protect him, it can be helpful to stay by his side to protect him from these attacks. | |
Cassidy |
Defense Matrix can absorb Cassidy's gunfire as well as his Flashbang, which is the most important projectile to absorb in this matchup; time Defense Matrix well, and you can easily take Cassidy out of the picture. Defense Matrix can also completely negate Cassidy's Ultimate, Deadeye, however as its duration is far longer than your Defense Matrix's, you will have to predict when he is about to shoot or coordinate with your team to take him down while its active. If need be, you can even use your Boosters to fly closer to ensure that your Defense Matrix completely blocks his shots, or, as a last resort, bodyblock his shots at the cost of your mech. | Cassidy is a close-to-mid range hero, excelling at protecting his allies from divers and quickly deleting opponents with his shots. As such, he himself can often be vulnerable from attacks, so keep an eye on him, as he'll make your job easier if he's alive. During his Deadeye, be sure to protect him with Defense Matrix for as long as you can, to prevent him from getting stunned or eliminated, allowing him to try secure a kill with it. | |
Echo |
Defense Matrix can negate Echo's Tri-Shot and Sticky Bombs, and you can use your Boosters to pursue her in the air. Without Defense Matrix, Echo can freely land shots on you to charge up her ultimate. The one thing you should worry about is Echo's Focusing Beam. As a beam, your Defense Matrix does not block it and, if you're weak, it means you'll lose your mech in almost no time (since the damage multiplies against half-health targets). Without your mech, you don't stand a chance against her. In short, avoid fighting Echo if you're weak. Echo can use Duplicate on you, copying your abilities and can charge up Self-Destruct quicker than you can, so be sure to use Defense Matrix to try prevent her building her ultimate, and gun her down before she can. | D.Va is a very complimentary tank for Echo. You're both capable of large amounts of burst damage, so you should have no trouble securing a kill or two when you dive. Follow her calls and keep close to her, as you can shield her with Defense Matrix when she's in the open, and protect her during Duplicate so she can build her ultimate in time. | |
Freja |
Freja is a deadly assassin, but a squishy one. All her projectiles can be blocked by your Defense Matrix, and whilst her mobility is good, your Boosters can help you keep up and burst her down. Whether at range or up-close, her damage is the same, so try close the gap between you two so you can more quickly eliminate her. If she's targeting an ally, be sure to defend them with Defense Matrix, to prevent them from being sniped off by her. Be wary of her Bola Shot, as it's a quick charging ultimate compared to others. If you hear it coming, instinctively use Defense Matrix to try absorbing it, as it's large hitbox should make easy. Don't forget that her ultimate will Hinder you, prevent and disabling your Boosters for a short time, so chances are she'll likely use it when you try escape. | Freja is a great teammate, dealing consistent, high damage at range. Her smaller health pool makes her vulnerable though, so if she's being dived, prepare to go in and protect her with Defense Matrix, so she can burst down the divers with her damage. If you notice an opponent caught by Bola Shot, try follow up on the damage as her ultimate alone isn't enough to secure an elimination. | |
Genji |
Due to Genji's constant mobility, he can be extremely difficult to pin down as D.Va, and his Swift Strike ignores your Defense Matrix. You'll need to rely on teammates such as Winston or Cassidy to get Genji off your back. If he uses hi Deflect, feel free to use Defense Matrix to block any reflected damage, especially if he's deflecting your own Micro Missiles. His ultimate Dragonblade is a Melee attack, so Defense Matrix is useless against it. Instead, use Boosters to run from him if he dashes in to you. | Genji is a classic "dive" hero. He works exceptionally well with D.Va, as they can coordinate dives and catch opponents off-guard by quickly going in, securing eliminations, then getting out before being run down themselves. Be wary not to use your Defense Matrix if he uses Deflect, as his deflect will function the same as your matrix, but better as it'll reflect projectiles back at opponents. | |
Hanzo |
Your Defense Matrix will let you block the burst damage of Hanzo's Storm Arrows, while your Boosters can help you chase down and finish Hanzo if he tries to flee. Do keep an eye on your cooldowns; because he is a sniper, enough arrows from a skilled Hanzo can take you out of your mech, at which point the game will drastically turn in his team's favor. If you're up-close and personal to a Hanzo, you can use your Defense Matrix to block his Dragonstrike if you use it during his charge-up time, but be careful, as if you fail you'll likely be caught in his dragon's way. | Hanzo is notably best at mid-to-long range, so you won't be seeing him often a fight. His shots are deadly, but have a charge time between shots. If he does get dived, keep an eye on him and consider falling back to him to protect him with Defense Matrix and burst down the divers. | |
Junkrat |
Defense Matrix can negate Junkrat's primary fire and Concussion Mine, but not his Steel Trap. If you get trapped, just face Junkrat and use Defense Matrix to protect yourself, then either engage if you're healthy enough or fly out if you're not. If you hear Junkrat's RIP-Tire nearby, it should be easy for you to fly up to his defenseless body and gun him down while he's unaware. Conversely, you can try to quickly gun the RIP-Tire down with a burst of Micro Missiles. | D.Va is able to combo her Defense Matrix well with Junkrat's Ultimate ability: In a combo known as "Walk The Dog", D.Va can guard an allied Junkrat's RIP-Tire on its path to the enemy by flying behind it using Boosters while absorbing damage directed at the RIP-Tire with Defense Matrix as well as by body blocking. | |
Mei |
As Mei's primary fire is a beam attack, it cannot be absorbed with Defense Matrix. At long range, Mei's icicles will out-damage D.Va's Fusion Cannons. While Defense Matrix can block these, D.Va can do very little more than play defensive when fighting Mei at a distance. Overall, D.Va has very few options when fighting Mei other than ganging up on her with teammates, finishing her off at low health, or fleeing. D.Va sometimes has an easier time fighting Mei outside of her mech; your pistol has respectable damage at a distance, but even in this case, Mei can kill you with an Endothermic Blaster Icicle headshot or two. Also, if Mei wants to keep distance between you, she can use her Ice Wall to briefly allow her to escape harm. Those abilities can also be used to help Mei and her team survive a Self-Destruct, so you have to be careful when activating it or risk having it be completely negated. | Mei's Blizzard Ultimate is an excellent setup to perform a massive Self-Destruct on your immobile enemies. Her ability to slow down quick-moving flankers can also help fend off enemies such as Genji and Tracer who would normally give you trouble. | |
Pharah |
Your Boosters and Defense Matrix make you one of the hardest counters to Pharah. Quickly flying to her and bursting her down with Fusion Cannons can disrupt Pharah's flight and make her plummet to the ground where your teammates can finish her off. Your ability to block all of her attacks, especially her Barrage, is invaluable. Be careful with your ability use: if you think Pharah has her ultimate, wasting all of your Defense Matrix charge or launching your Self-Destruct thoughtlessly may allow her to turn tables quickly. Do note though, as a flyer she's especially vulnerable to Self-Destruct, as if she fails to escape it's range in time, she's done for. | You and Pharah tend to be the most airborne heroes. You can take advantage of this by both taking control of the skies, especially if you have a friendly Mercy on your team. Pharah's primary counters are hitscan and sniper heroes, which happen to be some of your easiest targets; you can cover her counters, while her powerful rockets can help keep flankers off your back. | |
Reaper |
Both you and Reaper need close range to effectively deal damage, and at close range Reaper will rip through you in seconds. While negating his Death Blossom Ultimate is very helpful for your team, in most other situations your only real options when fighting Reaper are to negate his attacks or flee, but even then Shadow Step and Wraith Form can help him chase you down and finish you off. | Since both Reaper and D.Va excel at close-range damage, you can both team up to quickly destroy opponents why get too close to you. Additionally, you can use your Defense Matrix to support him during his Death Blossom, when he's most vulnerable. In a typical team fight though, Reaper has the tools necessary to survive up-close, it's the long-range heroes who he's vulnerable to, like Pharah and Soldier: 76, who you can protect him from by diving them yourself. | |
Sojourn |
Sojourn is a deadly damage hero, but all of her abilities are absorbed by your Defense Matrix. If you notice her firing her Disruptor Shot, be sure to block it with Defense Matrix to deny her that damage. Whilst her primary fire can be deadly; it's her Railgun that you need to be wary of. It's big burst damage pierces you and deals big damage to yourself and opponents, so try time it right and block it with Defense Matrix when you notice her at full energy. Her ultimate is also deadly, and long, so try block as much of it with Defense Matrix as you can, but otherwise use Boosters to position out of her sight and wait for it to end. | Sojourn does well at range, with her primary fire projectiles and Railgun in combination being capable of bursting opponents down easily. Her Power Slide allow her to reposition quickly and easily, especially if she gets dived, but if it's on cooldown then she's vulnerable on her own. Be sure to support her during her ultimate, protecting her so she can play more aggressively and secure eliminations. | |
Soldier: 76 |
Defense Matrix negates Soldier: 76's Ultimate, Tactical Visor, long enough that your team can get to cover or eliminate him. Remember that Defense Matrix blocks any shots that go through it, and not just ones aimed at you, so projecting the matrix at Soldier: 76 or the line of fire will prevent the shots. Other than countering his ultimate, you'll generally want to close the distance on him. Thanks to Biotic Field and Sprint, he has options to both outlast you in a fight and to flee if he feels the need to, and if your Boosters are in cooldown it will be difficult to keep up with him. Your best bet is to catch him by surprise with a burst of Micro Missiles; he'll most likely use Biotic Field to recover, but if you keep accurately firing at him, you may be able to finish him off before he can heal. | Soldier: 76 is a typical poke hero, who deals damage at a distance rather than up-close like D.Va. His Sprint and Biotic Field allows him the sustain and speed to survive on his own, without constant need of protection from D.Va. Instead, follow up on opponents he's firing at to secure eliminations. During Tactical Visor, use Defense Matrix to protect him from opponents and allow him to play more aggressive. | |
Sombra |
With a well-timed Hack or EMP, Sombra can temporarily shut down your abilities, forcing you to stay grounded and making you an easy target with a large hitbox. Once the ability lock-out ends, be sure to use Defense Matrix to block her damage or Boosters to quickly escape before she can secure a kill on you. Another trouble with Sombra is her passive to see wounded enemies through walls, which can let her hunt down and eliminate you while you're attempting to flee. She can even stop you from regaining your mech with a well-timed Hack. This is especially painful after activating Self-Destruct, as you'll be forced to remain in Pilot Form and potentially be killed. If you wary of an enemy Sombra nearby, be sure to use your Fusion Cannons all around to try catch her while invisible. Additionally, any damage she takes while trying to Hack will cancel the hack, so if you're fast enough you can stop her. Additionally, you can usually out-damage the Sombra in a one-on-one fight, even if you're hacked, though it's often better to flee. Just remember that if Sombra tries to run, you can pursue. | A well-timed EMP can shatter the barriers of a clustered enemy team, which can pave the way for a massive Self-Destruct. When planning this combo, it is best for the D.Va to initiate her ultimate first. When doing this, the enemy team may instinctively gather behind a friendly player, at which point the EMP will leave them vulnerable, whereas leading with EMP may cause the enemy team to split apart and flee, or have their abilities return before Self-Destruct detonates, allowing them to survive. | |
Symmetra |
Because you can't block Symmetra's primary fire with Defense Matrix, it can be easy for an enemy Symmetra to quickly ramp her gun up to maximum charge, at which point she can plow through your impressive amount of health with ease. Symmetras often tend to linger in areas where they have Turrets set up, meaning diving her can be a risky prospect. Even if you get her to low Health, Symmetra can often just deploy a Teleporter to make a quick getaway. Turrets themselves aren't a significant threat; while they slow you down, it's simple for D.Va to use her Fusion Cannons or quick melee to quickly destroy them. Think carefully before fighting a Symmetra; try to take advantage of her vulnerability when she has no teammates nearby to protect her, since in a 1-on-1 situation with no Turrets or Teleporter, you should be able to outgun her. Always have a plan to escape with Boosters, since if you wait until the last second, she or her Turrets will probably finish you off as you try to flee. In short, avoid Symmetra when possible, and try not to start a fight with her unless it's one you're sure you can win. | Symmetra can create a teleporter through which D.Va can send her mech during Self-Destruct. When done right, this can catch an enemy team completely off guard and potentially wipe them out. | |
Torbjörn |
In addition to blocking an enemy Torbjörn's turret's incoming fire with Defense Matrix and help your team take it out with your Micro Missiles, you can also rush towards a turret and quickly take it out at close range, robbing Torbjörn of a large amount of his power. If timed right, you can even block Torbjörn's Ultimate ability, Molten Core, with Defense Matrix. Torbjörn small but round hitbox can make him easier to burst down with Fusion Cannons, but be cautious as his shotgun can more quickly destroy your mech at close-range. | D.Va's Defense Matrix can help protect Torbjörn's turret from oncoming fire by the likes of Widowmaker, Pharah or Soldier: 76, helping him get maximum value from it before it's destroyed. Similarly, you can protect him during his Molten Core so he can push up and be more aggressive, allowing him to place his ultimate in the opponent's backlines. | |
Tracer |
Like Reaper, you and Tracer both excel when fighting at close range, and also like Reaper, Tracer will outdamage you in most circumstances. While Reaper has The Reaping to help him outlast your damage, Tracer's Blink and Recall will make it extremely difficult to finish her off before she strips you of your mech, at which point you're easy pickings for her. Fleeing Tracer is difficult due to her ability to catch up with you with Blink, but if you escape to a higher altitude, it will be harder for her to catch up. However, if a tracer does use Recall, it may be worth trying to catch up with her and burst her down before she can escape with Blink. If you notice her trying to get close-up to an ally, be sure to use Defense Matrix on them to prevent her damage, and possible protect them from Pulse Bomb. | Tracer excels at flanking and can help you take out targets when you are diving the enemy backline. She's a fast, hard-to-hit target for opponents, but keep track of her Recall, as once she's used it she'll be vulnerable and likely targeted if still in the fight. | |
Venture |
In a one-on-one fight, Venture demolishes D.Va. Whilst their Smart Excavator is blockable by Defense Matrix, all their Clobber and Drill Dash can slowly work away at D.Va's health whilst you have Defense Matrix up. Additionally, their Burrow makes them completely immune to damage, giving them the opportunity to completely avoid Self-Destruct and safely flee back to their team if necessary. Their ultimate, Tectonic Shock has a large range, dealing big damage instances back-to-back. If caught by it, use Boosters to avoid one or two of the shocks, but ideally get to high ground to avoid all of them. If you catch a Venture off-guard, quickly bursting with down with Micro Missiles and Fusion Cannons can scare them into using Burrow and falling back, which you can follow up on with Boosters, or refocus on the rest of their team. | Venture excels at dealing bursts of damage, quickly eliminating opponents then burrowing away before being caught. Paired with D.Va, they can be more aggressive. When working together, you can both burn down opponents one-by-one, escaping when the situation turns south. While Venture doesn't need much protection, it may be worth using Defense Matrix if they don't have Burrow available, to protect them a short while so they can escape. | |
Vendetta |
Vendetta is a deadly opponent for D.Va. Their high-burst Melee-based damage quickly burns down your health until you're de-meched, with her high mobility and Warding Stance providing her with the necessary survivability and positioning tools to outmaneuver you and survive your damage. If caught off-guard by a Vendetta, use Boosters to escape back to your team and lure the Vendetta into using her abilities to follow you. If she does, quickly bursting her down with Micro Missiles and Fusion Cannons can secure an elimination on her. As for Sundering Blade, there is no escaping it in the open. Just use your Boosters to try get to cover and escape before it's charged. | Vendetta is a tricky ally to work with. Her playstyle forces her to be close-up to opponents to get the most value, which is often deadly for both her and them. If she's caught off guard and in trouble, using Defense Matrix can give her the necessary time to secure the elimination on a target, or escape from the situation. During her ultimate, Sundering Blade, she's vulnerable and slowed, so use Defense Matrix to protect her from damage and any stuns, so she can safely charger and execute the opponents with it. | |
Widowmaker |
With her high mobility and ability to negate incoming fire, D.Va is an incredibly strong counter for Widowmaker. A common Widowmaker tactic is for her to fall to a lower altitude, wait for you to chase her, then use Grappling Hook to ascend again. Don't fall for this bait unless you have your Boosters ready to go; maintain the high ground for as long as you can, and eventually she'll be forced to ascend back to you or be gunned down by your teammates when she's out in the open. Be wary of going toward Widowmaker head on, your head hitbox is a big target for her to hit, so try take an off-angle and catch her by surprise to prevent her from bursting down your health before reaching her. | D.Va can work great in tandem with Widowmaker. She's able to distract potential targets, leaving them open to easier shots from an allied Widowmaker. Widowmaker is extremely vulnerable to divers though, so if she's caught by multiple divers, it may be worth going for the rest of their team rather than falling back, as it may be too late to save her. |
Support
| Hero | Match-Up | Team Synergy |
|---|---|---|
Ana |
Ana is both a Support hero and a sniper, making her one of your highest-priority targets. With Defense Matrix, you can negate her Biotic Grenade, Sleep Dart and Biotic Rifle shots. Once her abilities are on cooldown, the fight is yours. Just keep in mind that if Ana aims her grenade at the ground and not you, you'll take damage from the grenade's splash. Also be careful not to be caught off guard, as her Sleep Dart is capable of hitting D.Va's sizeable hitbox, taking her out of the fight for a potentially significant amount of time, while making you an easy target to be ganged up on. | You may be a large target for your friendly Ana to heal, but you're also a mobile one. Make sure you're always in your Ana's line of sight to stay at full health. While a Nano Boosted D.Va isn't as threatening as the likes of a boosted Reinhardt or Genji, with correct maneuvering and close-range hits you can take down a decent chunk of the enemy team during your powered-up state. Do not use Self-Destruct until the Nano Boost ends, as you'll immediately lose it in the process. |
Baptiste |
Fighting a Baptiste one-on-one isn't too difficult for D.Va. However, his Immortality Field can buy him enough time to survive your attacks, especially if his teammates are in it as well. In addition, Immortality Field can completely negate Self-Destruct's massive burst damage. As such, it's critical to take out either Baptiste or his Immortality Field before initiating Self-Destruct. It's also worth noting your big hitbox is easy damage for him, so be wary when diving him as he can burst you down before you know it. | When Baptiste activates Amplification Matrix, your Fusion Cannons won't be too handy due to damage falloff, but your Micro Missiles can quickly burst down opponents. However, if you happen to be in Pilot Form, your Light Gun can deal tremendous damage at range when shot through the Amplification Matrix. If done from a safe location, this can be in easy way to get some long-range kills while also building your ultimate meter up to perform Call Mech. |
Brigitte |
Due to her Barrier Shield and Inspire self-heal, it can be incredibly difficult to kill a Brigitte, and it can be very difficult to kill teammates who are being healed by her passive Inspire ability. While you are unlikely to be killed by a Brigitte in a 1 on 1 fight, the time it will take you to kill her is so long that it isn't worth the effort, especially if you're deep in enemy territory where her teammates might arrive to provide her backup. Keep your distance from Brigitte where she can't hit you with her Rocket Flail and focus on breaking her shield with long-range gunfire. If caught by surprise by Brigitte and you have no teammates nearby, better to use your Boosters to flee and regroup than attempt to take her down after she's already wounded you. | Brigitte is one of the best anti-dive supports. If she's in your backline, you can be certain they're safe from the likes of Genji or Doomfist. Her Rocket Flail and Shield Bash help her keep opponents at distance, while her up-front damage is enough to finish opponents off. While her healing isn't as impactful as other supports like Ana, it's a consistent source of healing to keep you up. If you notice your Brigitte in trouble, it may be worth falling back and protecting so she can continue getting value in the fight. |
Illari |
Illari has all the tools to be a troublesome opponent for D.Va. Her Solar Rifle chunks away at your health from a distance, while her Healing Pylon keeps her team alive with sustainable healing over time, with her healing beam providing instance burst healing when necessary. Her Outburst is annoying to deal with, as it keeps distance between you and her. If you catch her Healing Pylon, burst it down with Micro Missiles to get it out the fight, and if you notice her use Outburst, dive her with Boosters to quickly burst her down before she can escape. Watch out for her ultimate, Captive Sun, as it's a projectile with a huge hitbox that you can absorb with your Defense Matrix, but don't use Defense Matrix until she's fired it, as she can otherwise wait it out and fire once it's down. | Having Illari on your team can be a blessing or a curse. Illari's tend to keep a distance from the fight, while her healing requires her to be mid-to-close range to get the most out of it. Thankfully, you're big hitbox makes her beam-based healing easy to hit, quickly providing you with a lot of sustain when you need it. Additionally, as Captive Sun slows opponents down, it sets the scene for an easy Self-Destruct, or alternatively you can quickly dive and eliminate anyone caught by it. |
Juno |
Juno is a speedy support that D.Va can quickly burst down. Her lower health pool makes her vulnerable to dives, but her quick mobility and Hyper Ring provides her with the necessary speed to keep her distance from D.Va. When possible, use Boosters to catch her mid-air and burst her down. She'll likely try use Pulsar Torpedoes when in the open to catch as many of your team as possible, so if you see her trying to do it, use Defense Matrix to deny her the damage and burst her down to scare her off. If she uses Orbital Ray in a fight, use Boosters to lure her teammates away from her ultimate, or use Defense Matrix to mitigate the enhanced damage they deal. Sometimes, it may be worth using Self-Destruct against her ultimate to prevent opponents from staying in its range and making use from it. | Juno is an amazing support to have as D.Va. Using Boosters in combination with her Hyper Ring provides you with immense speed to catch opponents, cover space, or quickly fall back. Her Mediblaster provides good, consitent healing while you're in the middle of a fight and her mobility provides her with the necessary angles to easily see you, even in the middle of the opponents team. Be wary of her situation though, as if she's being dived it is worth falling back and using Defense Matrix to protect her so she can safely get away or fight off the opponents. |
Kiriko |
Despite normally excelling at taking out Support Heroes, dealing with Kiriko can prove to be a massive headache for D.Va. So long as a single teammate is anywhere nearby, Kiriko can use Swift Step to easily escape a fight that's going poorly for her. Even if you chase her down, she'll now have a teammate to back her up, making the job much more difficult. With her Protection Suzu, Kiriko can not only save herself or her teammates from being finished off by your Fusion Cannons, but they can even completely negate the explosion of Self-Destruct, making it imperative to always keep track of its cooldown to ensure she doesn't easliy deny your Ultimate. Kiriko may use Wall Climb to evade you, but so long as you keep track of her movements or use Boosters to follow her, it will be a minor inconvenience more than anything. Her Kunai deal very little damage to you, but don't underestimate their critical hit potential. If Kiriko decides to try to fight you one-on-one, focus on offensive pressure while keeping track of your health, and only use Defense Matrix to block or flee with Boosters when necessary, as Kiriko will typically only be fighting you when escape isn't an option, and you want to take advantage of that brief window of opportunity. | When a friendly Kiriko uses Kitsune Rush, try to stay in its range, as it will allow you to quickly spam Micro Missiles, and let you spam Fusion Cannons with greater speed, while also letting you recharge Defense Matrix faster. You never need to worry about her being dived, as her abilities provide her with the necessary tools to escape any situation if she needs. Just be sure if she teleports to you to keep her safe, as she'll be stuck wherever you are until her teleport's off coolown. |
Lifeweaver |
Lifeweaver's lack of self-preservation tools compared to other Support Heroes make him easier to deal with than others. Even if he tries to flee with Rejuvenating Dash or Petal Platform, you can easily chase him down with your Boosters and finish him off. While his Thorn Volley is powerful, smart use of Defense Matrix can render it a non-issue. You can also use Defense Matrix to block Healing Blossom, denying his teammates the health they need as your own teammates finish them off. It is especially prudent to prioritize Lifeweaver over his teammates due to his Life Grip, which can deny you an important kill at the worst possible time. When Lifeweaver deploys Tree of Life, consider whether it's more practical to quickly mow down the Tree and then move on to Lifeweaver and his team, or to instead flee and regroup with your own team. Be careful when using Self-Destruct, as Lifeweaver can use Life Grip to render one of his teammates immortal or pull them from the blast radius, or he can use Tree of Life to completely block its explosion. | When a friendly Lifeweaver uses Tree of Life, use it as cover so you can recharge your Defense Matrix. Fighting near it can also allow you to last longer in long close-range fights, which are your specialty. If you're well coordinated with your Lifeweaver, you can often play more aggressively, as his long-range auto-aiming Healing Blossoms allow you to fight up-close to opponents without trouble, than he can use his Life Grip to save you from dire situations. |
Lúcio |
Due to Lúcio's high mobility and self-heal, it can be very difficult to definitively finish him off, even with your Micro Missiles. If you are being harassed by a Lúcio, it's often best to regroup with your team so one of your allies can deal with him. His high speed makes chasing him with Boosters troublesome, as he'll get away before you can catch him. His Soundwave makes diving opponents a challenge, as he'll boop you away once you get close. Also, be wary of his Sound Barrier, as it can completely negate your Self-Destruct, though sometimes it may be worth baiting his ultimate out with Self-Destruct if you want it out the fight for another one of your teammates' ultimates. | Lúcio's speed is his main utility for the team. It allows you to quickly engage opponents and catch anyone trying to escape, but be wary as his healing is sub-par compared to other supports. If your friendly Lúcio uses Sound Barrier, used the excessive amount of overhealth to Boosters into an opponent and eliminate them quickly, but be careful not to use Self-Destruct when he uses his ultimate, as it renders all the overhealth he provided you useless. |
Mercy |
When an enemy Mercy is in sight, you need to be decisive on whether or not you're going to focus on her. If you damage her somewhat but let her fly away, she'll simply heal back to full health due to her self-healing passive. In particular, while Pharah is one of your greatest targets, she becomes far more difficult to deal with if she has a Mercy attached at the hip. If she's well-protected in the rear of the enemy team, don't barrel in after her unless you have other teammates who are coming with you, otherwise she'll fly from teammate to teammate to avoid your attacks while her teammates promptly rip you to shreds. That being said, if you do have another dive hero on your side, you can safely dive in and focus her down. If you catch Mercy alone, her lack of mobility and puny firepower makes her an easy target; just kill her quickly, because if one teammate shows up, she can fly to them and use them as a shield. Also, if you eliminate an opponent nearby, be wary of her Resurrect ability, as she may try fly in to bring them back. If she does, burst her down up-close during the long animation before she can escape. | Like Pharah, D.Va's flight provides a massive boon to a friendly Mercy's aerial mobility. If a friendly Mercy is willing to pocket you, you can withstand most fights thanks to your impressive health and close-range damage output. If the situation is dire, though, be willing to flee from the fight; you might survive a group fight, but if your Mercy is killed because you weren't protecting her, she'll be much less inclined to pocket you in the future. By flying away from a fight, you're giving your friendly Mercy the out she needs. If your Mercy intends to Resurrect another ally in the open, try coordinate with her and use your Defense Matrix so she can safely bring them back without trouble. |
Moira |
Moira's only real tool to escape D.Va is Fade, but if you keep a good eye out for where she travels, you can use your Boosters to chase after her. Her Biotic Orb could pose a threat to you or sustain her in a prolonged fight, but Defense Matrix can negate both healing and damage orbs in a flash, leaving Biotic Grasp as Moira's only offensive option of attack, which is not very effective against your large health pool. So long as you can keep aim on her if she's jumping around to avoid your fire, you should easily be able to finish her off before you run out of health. That being said, do not attempt to engage with a Moira when you are out of your mech, as her Biotic Orb and Biotic Grasp will eliminate you in seconds. Be wary of Moira's ultimate, as it pierces Defense Matrix and you have no way of interrupting it. | Moira's Fade provides her with the necessary tools to reposition wherever necessary. Her Biotic Grasp's healing and damage are both limited by range, so she'll often position close to you so she can heal you and damage opponents easily. If she uses her Coalescence, use the opportunity to play more aggressively, as the healing it provides is fairly good and consistent. If she's caught by an opponents after using her Fade, be sure to protect her so she can siphon away at the opponents health and survive. |
Wuyang |
Wuyang is deadly at range, but vulnerably close-up. His water orbs from Xuanwu Staff can be absorbed with Defense Matrix, which is worth doing if an ally he's targeting is low health, as he can maneuver the orbs to curve corners easily. His Restorative Stream goes through Defense Matrix, but have a limited resource, so if you pressure opponents enough there's not much he can do. His main mobility is his Rushing Torrent, but once you've seen him use it, he's an easy target to dive and destroy. Up-close, his water orbs deal reduced damage, making him an easy target to burst down before he can get away. Be wary of his Tidal Blast, as it provides opponents with a lot of overhealth and can Knock down anyone caught in it's radius. Just before it goes off, use Boosters to make distance between you and the blast, so you won't be affected and can Defense Matrix any allies caught by it. | Having Wuyang as a support can be great. While his passive Restorative Stream doesn't heal much, the active restorative stream provides a lot more healing over time, allowing you to quickly build back your health if he's in range with enough resource. His Water orbs can whittle away opponents from a distance, making them perfect targets to dive and finish off. If you're given Tidal Blast, wait until it's just about to explode to use Boosters to catch opponents off-guard and knock them down. Alternatively, you can combo it with Self-Destruct, by launching your ultimate into the enemy team with tidal boost on it, making opponents get knocked down then blown up by your ultimate. |
Zenyatta |
Zenyatta can shut you down in a number of ways. His Orb of Discord can help dissolve your massive health in no time, and you are a such a large target that he can usually hit you with every shot of his Orb of Destruction orb volley for massive damage. However, most of these tactics rely on you not seeing Zenyatta until it's too late and that he has some sort of escape plan. If you catch Zenyatta alone and by surprise, your high burst damage should annihilate him before he can return the attack. While his Snap Kick can knock you back a little, it won't be enough to stop you from bursting him down. Zenyatta's lack of mobility makes him an easy target if left alone by his team, so always try to jump on the opportunity to ambush him if he's on his own, even if this requires taking alternate routes to get behind him and sneak up on him. | Because she has high damage output at close range (as well as medium to long range with her Light Gun), D.Va should always attempt to focus on enemies affected by a friendly Zenyatta's Orb of Discord. If played right, you and your Zenyatta can take down one enemy after another. Just remember that Zenyatta has very low mobility, so don't leave him alone or you'll be begging for an enemy to ambush him. If he uses his Transcendence, use the opportunity to play more aggressively and recharge Defense Matrix, until the healing ends. |
Map Strategies
Control
Escort
Hybrid
Push
Flashpoint
Achievements
| Name | Icon | Description | Reward |
|---|---|---|---|
|
Prevent 1250 damage with a single use of D.Va's Defense Matrix in Quick or Competitive play. | ||
|
Kill 4 enemies with a single use of D.Va's Self-Destruct in Quick or Competitive play. | ![]() |
Trivia
- Self-Destruct: In line with D.Va's ultimate voice line, "Nerf this!", which can be interpreted as a challenge to the developers to nerf her ultimate, as of March 8, 2024, Self-Destruct has never been nerfed.
- In the Shooting Star cinematic, it is shown how Self-Destruct works compared to in-game: By ejecting and then firing the light pistol on the exposed reactor with one overloading it.
- D.Va's suit has sponsors all over it, which is a reference to the same advertising style of sponsors in Korean esports.
- D.Va's mech is named Tokki (토끼), which means rabbit.[2]
- Hana is a fan of Lúcio's music, and has apparently bought his album. He in turn also knows enough of the pro-gaming scene to be a fan of hers.
- D.Va is the youngest launch hero, and was the youngest hero overall until Orisa was introduced. D.Va is sometimes teased by others because of her age, such as when Widowmaker mockingly says, "This is no place for children."
- D.Va is the fifth playable Overwatch character in Heroes of the Storm,[3] and is a purchasable announcer, along with Genji.
- Defense Matrix has D.Va manually shoot down incoming projectiles, counting towards her APM. In-game, D.Va is able to reach an APM of 84,480 in a best-case scenario by blocking the combined 1,408 pellets per second of 11 simultaneous Whole Hogs.
- D.Va is the first hero to use randomized "Quick Melee" attacks with both arms (in mech mode). Outside of her mech, she uses her right hand for "Quick Melee" attacks.
Cultural Impact
- D.Va is used as the symbol for the National D.Va Association, now called FAMERz, a progressive feminist movement composed of Overwatch fans. The group achieved international notability after a photograph of their flag—featuring D.Va's bunny-ears logo—was photographed in a news report for an international Women's March event in Seoul on January 21st, 2017. Based in South Korea, the group chose D.Va as its symbol owing to an earlier incident where professional teenage Overwatch player Geguri was accused of cheating owing to an eighty percent win rate; which some believed was "impossible" for girls to achieve. The group distributes stickers of D.Va's bunny logo, among other paraphernalia. It plans on finding new ways to use Overwatch as a tool for spreading its message.[4]
- Charlet Chung, who is D.Va's English voice actor, has commented positively on her character, commenting "in terms of representation of Asian-American characters in video games, particularly women, they might be over-sexualized - and I don't know if I'm being too candid here - I feel like D.Va is more of a real person. She happens to have some sex appeal, but that's not why she's in the game. She's not there to be an exotic lotus."[5]
- D.Va's Police Officer skin was released in 2017, leading a number of players to vow to never play D.Va, linking the skin with police brutality.[6]
Etymology
- D.Va's name is a play on the word "Diva", meaning a female celebrity.
- The stylization of her name is reminiscent of Korean pop idols, who often adopt pseudonyms to stand out. In the Korean version of the game, D.Va's name is the only name not in Hangul, reflective of the romanization of these idols' names. This makes sense considering D.Va is a Korean idol through her fame as a pro-gamer.
- The way her name has a prefix "D." is reminiscent of the way esports players have an abbreviated team tag before their names. This is supported by how she and D.Mon played on the same team.
- D.Va's given name Hana (하나) is the same as the Korean number 1. This parallels her personality, as she is a world champion and self-proclaimed "Number One."
- D.Va's jersey number when she was a pro player was also the number 1.[7]
Development
D.Va was first announced through the official PlayOverwatch Twitter account, which linked to a mock-up page on the official StarCraft II World Championship site.[8][9] She had previously been depicted in posters in the attacking team's starting area in Hanamura. Her StarCraft page was later taken down and the link instead redirects to the StarCraft II home page.
The StarCraft WCS web page first introduced D.Va as a former professional StarCraft player. Michael Chu later clarified on February 1, 2018 that this was not intended to be canon and was just a fun way to tease the character. He also explained that the unnamed game that she was best known for in her career was one that best matched the skills needed to pilot her mech.[10]
D.Va's design and kit seems to take inspiration from Brit, one of the hero concepts created for the Overwatch pitch meeting.
Removed abilities
- Replaced by Bunny Power in Season 16.
- Replaced by Extended Boosters in Season 16.
- At the end of the duration, overhealth starts to decay at rate of 25/s.
22 - 6.6 (splash, enemy)
22 - 6.6 (splash, self)
- Removed in Season 18.
- Damage per second: 162
- Deals up to 189 damage per use.
- Does not affect the radius of projectile itself, only the explosion.
Merchandise
The Figma D.Va statue
- A StarCraft II portrait and announcer for D.Va was available for those who attended BlizzCon 2016 or bought a Virtual Ticket for the event.[11] The announcer has since been made available for regular purchase.
- A D.Va statue is available.[12]
- A Funko Pop D.Va statue is available for purchase from the Blizzard Store.[13]
- A D.Va-themed hoodie is available from JINX.[14]
- A Figma D.Va statue is available.[15]
- D.Va will appear in LEGO Overwatch, as part of a set shared with Genji.[16]
Media
Images
- Former Portrait
-
Overwatch 1 Hero portrait
- Promotional
- Gameplay Screenshots
- Concept Art
-
Overwatch 2 skin Weapon concept art
-
Academy skin Mech concept art
-
Academy skin pilot and pistol concept art
-
Porsche skin concept art
-
Porsche skin early concept art
Videos
Balance Change Log
- For more information, see Patch Notes.
- Impact damage reduced from 3 to 2.
- Cooldown increased from 3.5 to 4 seconds.
Base Health reduced from 375 to 325. (5v5)
- Total reduced from 700 to 650
Extended Boosters perk
- Additional Booster damage reduced from 100% to 40%.
- Boosters now deal 100% additional damage.
Heavy Rockets - Major Perk
- Removed.
Precision Fusion - Major Perk
- New Major Perk.
- Press Reload to reduce Fusion Cannon's spread by 75% for 3 seconds.
Heavy Rockets - Major Perk
- Number of rockets reduced from 8 to 7.
- Impact damage reduced from 7 to 5.
- Explosion damage increased from 14 to 22.
- Explosion radius increased from 2.75 to 3 meters.
- Projectile gravity increased.
- Now combined with Ejection Suit.
- New Minor Perk
- Eject grants 75 temporary overhealth and Call Mech’s damage radius is increased by 50%.
- New Minor Perk
- Hitting an enemy with Boosters increases the duration by 0.5 seconds.
- Hero Perks
- Call Mech's damage radius is increased by 50%.
- Eject grants 75 temporary overhealth.
- Convert 150 health to shields. Defense Matrix restores shields based on 25% of its damage absorbed.
- Micro Missiles are swapped for Heavy Rockets which fire fewer projectiles with increased damage and explosion size.
- Global Projectile Size Bonus
- Hitscan radius small reduced from 0.05 to 0.04 meters.
- Mech armor health reduced from 375 to 325.
- Mech base health increased from 200 to 225.
- Maximum duration reduced from 3.5 to 3 seconds.
- Maximum duration increased from 3 to 3.5 seconds.
- Explosion damage increased from 4 to 5.5 damage (from 126 to 153 max damage with direct impacts).
- Weapon spread reduced from 3.75 to 3.375 degrees.
- Impact damage increased from 15 to 25.
- General updates
- Global projectile size modifier for travel time projectiles with a speed greater than 50 meters per second reduced from 0.1 to 0.075 meters.
- Base projectile size reduced from 0.25 to 0.2 meters. Total projectile size is now 0.3 meters.
- General updates
Most damage-dealing projectile sizes have been increased by a new global modifier added to their base size.
- +0.05 meters for hitscan projectiles with a high rate of fire or spread (e.g., Tracer's Pulse Pistols or Reaper's Hellfire Shotguns).
- +0.08 meters for hitscan projectiles that are more precise (e.g., Cassidy's Peacekeeper or Soldier:76's Heavy Pulse Rifle).
- +0.05 meters for travel time projectiles that are shotguns or have a very high rate of fire (e.g., Roadhog's Scrap Gun or Ramattra's Void Accelerator).
- +0.10 meters for travel time projectile with a speed greater than 50 meters per second (e.g., Zenyatta's Destruction Orb).
- +0.15 meters for travel time projectile with a speed less than or equal to 50 meters per second (e.g., Pharah's Rocket Launcher).
- Very large projectiles with a base size greater than 0.5 meters have been excluded from these increases (e.g., Orisa's Energy Javelin or Reinhardt's Fire Strike).
Hero combined HP (base health/armor/shields) increased by 15-25%.
- 150-175 HP heroes increased by 25 HP.
- 200-300 HP heroes increased by 50 HP.
- 300+ HP (Tanks) increased by 75-100 HP.
- Each hero's precise health increases are listed in their patch notes below.
Ultimate Charge
- All Ultimate ability costs increased by 10%.
Regenerative Passive for All Heroes
- All heroes now regenerate 20 health per second after 5 seconds of not taking damage.
Quick Melee
- Damage increased from 30 to 40.
- Hero Updates
- Pilot health increased from 150 to 175.
- Mech armor increased from 300 to 375.
- Explosion maximum damage increased from 900 to 1000.
- Inner explosion radius (range for maximum damage before falloff begins) increased from 4 to 6 meters.
- Movement speed penalty reduced from 40 to 30%.
- Projectile speed increased from 40 to 50.
- Cooldown reduced from 4 to 3.5 seconds.
- Pilot is now damage immune for 0.4 seconds while ejecting.
- Mech base health in Role Queue modes remains the same at 350
- Mech base health in non-Role Queue modes reduced from 350 to 200
- Spread increased from 3.5 to 3.75
- Damage reduced from 25 to 15
- Fixed in last update - Ultimate cost decreased by 12%
- Impact damage increased from 10 to 25
- Cooldown reduced from 8 to 7 seconds
- Ultimate cost reduced by 12%
(beta)
- Mech Armor increased from 200 to 300
- Mech Health decreased from 450 to 350
(beta)
- Base Health increased from 300 to 450
- Base Armor reduced from 300 to 200
- Primary Fire movement penalty reduced from 50% to 40%
- Weapon spread reduced from 4 to 3.5
Base Health reduced from 300 to 250. (6v6)
- Total reduced from 600 to 550
- Movement speed penalty reduced from 40% to 30%. (undocumented)
- Base health increased from 225 to 350.
- Base armor reduced from 325 to 300.
- Weapon spread increased from 3.375 to 4 degrees.
- Movement speed penalty increased from 30% to 40%.
- Maximum duration reduced from 3 to 2 seconds.
- Cooldown increased from 3.5 to 4 seconds.
- Cooldown increased from 7 to 8 seconds.
Ignition Burst - Power
- Redesigned: [Boosters] knockback applies burn that deals 60 damage over 3s.
Facetanking - Power
- Healing decreased to 30% (Down from 40%).
Multi-Task Mod - Epic Weapon Hero Item
- Weapon power decreased to 10% (Down from 20%).
Tokki Slam - Power
- Decreased damage to 25% (Down from 30%).
Face Tanking - Power
- Decreased healing to 40% (Down from 50%).
Countermeasures - Power
- Increased damage required to mitigate to 150 (Up from 100).
Tokki Slam - Power
- Now the damage scales from both armor and shield combined.
Facetanking - Power
- Increased healing scalar to 50% (up from 30%).
Refraction Armor - Normal Survival Hero Item
- New Hero Item
- +25 Armor
- While you have Armor, gain 15% damage reduction against beams.
- Cost: 2000
Tokki Slam - Power
- Increased Tokki Slam's damage scalar to 30% (Up from 20%).
MEKA Punch - Power
- Booster elimination also resets cooldown of boosters.
- During boosters, quick melee now gains 50% attack speed (instead of 75% damage).
Dae-Hyun's Detonator - Rare Ability Hero Item
- Now shows danger warning sign to the enemy if the enemy is within the blast radius.
- Decreased radius to 100% (down from 200%).
Nano Cola™ Nitrous - Epic Survival Hero Item
- Increased health stat to 50 (up from 25).
- Removed stat: health increase 5%.
Focused Fusion - Power
- Decreased Fusion Cannon spread to 50% (Down from 66%).
Ignition Burst - Power
- Increased Lava damage to 80 (Up from 30).
Vesuvius Protocol – Rare Ability Hero Item
- Increased Lava damage to 80 (Up from 30).
Countermeasures – Power
- Decreased mitigation requirement to 100 (down from 150).
Mastermind's Mitigator – Rare Ability Hero Item
- Decreased damage mitigation requirement to 200 (down from 300).
Stat Boost – Power
- Increased Defense Matrix recovery rate to 125% (up from 100%).
Ultrawide Matrix – Power
- Defense Matrix duration increased to 25% (up from 20%).
Multi-Task Mod – Epic Weapon Hero Item
- Increased Weapon Power to 20% (up from 10%).
Singijeon's Pulse Plating – Epic Survival Hero Item
- Increased Ultimate Charge gain to 10% (up from 5%).
Plot Armor – Rare Survival Hero Item
- Damage reduced now gets counted as damage mitigated by Defense Matrix.
Nano Cola™ Nitrous – Epic Survival Hero Item
- Health reduced to 25 (down from 50).
- Reduced Max Life increase to 5% (down from 25%).
- Reduced duration of Nano Boost to 4 seconds (down from 8 seconds).
Busan Blaster – Epic Ability Hero Item
- No longer generates Ultimate Charge.
Plot Armor – Rare Hero Survival Item
- Increased damage reduction against Beams to 65% (up from 30%).
- Introducing Stadium
- Tank Heroes: D.Va, Junker Queen, Orisa, Reinhardt, and Zarya.
- Damage Heroes: Ashe, Cassidy, Genji, Mei, Reaper, and Soldier: 76.
- Support Heroes: Ana, Juno, Kiriko, Lucio, Mercy, and Moira.
- Damage area reduced from 3 to 2.5 meters
- No longer builds ultimate charge while using Self Destruct until after her mech detonates
No longer building ultimate charge in the window of time between using Self Destruct and when it detonates is targeted at Echo's Duplicate ability when copying D.Va. Echo's accelerated ultimate charge enabled her to have Call Mech available before the Self Destruct explosion went off, making it very difficult for enemies to find a safe place to hide.
- Damage increased from 50 to 250
Developer Comment: D.Va's respawn is often intentionally delayed by the enemy team if she is the last player alive from her team and without her mech. This change will make it more dangerous to be near the Call Mech arrival area for low health heroes.
- Mech Armor/Health has been redistributed from 200/400 to 300/300
Developer Comment: We're increasing the ratio of armor to health that D.Va's mech has to enable it to withstand more damage from shotguns, beams, and weapons with a high rate of fire.
General
- Shotgun patterns no longer apply random rotation. This will affect the following heroes:
- Ashe
- Doomfist
- D.Va
- Reaper
- Roadhog
- Torbjörn
- Movement penalty reduced from 50 to 40%
- Cooldown reduced from 1.5 to 1 second
- Activation delay reduced from 0.5 to 0.25 seconds
Developer Comment: These buffs are aimed at making D.Va feel more fluid and responsive to play.
- Restored functionality allowing D.Va to maintain her current aim pitch when de-meching
- Cooldown increased from 3 to 4 seconds
- Cooldown decreased from 5 to 3 seconds
Developer Comment: The lower cooldown on her mobility will enable D.Va to more readily swap between playing offensively and defensively.
- Defense Matrix cooldown decreased from 2 seconds to 1.5 seconds
Developer Comment: With role locks in place there is some room to improve D.Va’s impact as a tank, so we’re partially reverting a previous change which increased Defense Matrix’s cooldown.
- Regeneration rate increased from 12.5% to 16% per second
- Delay before regeneration begins lowered from 1 second to 0.75 seconds
Developer Comment: This change will allow D.Va to absorb more damage over time, while still keeping the maximum duration she can absorb at one time the same.
- Pilot ultimate cost reduced by 12%
Developer Comment: This change is just meant to counteract the global increase in ultimate cost. The time it takes to generate a D.Va’s ultimate when out of her mech should remain the same as it was before this update.
- Reduced length of Defense Matrix from 15 meters to 10 meters.
Developer Comments: Defense Matrix is a very powerful defensive ability and can often feel oppressive from far away. Reducing the range on it will require D.Va to position herself more carefully to take advantage of its effects.
- Knockback distance is now more consistent
- Heroes that are flying can now be knocked back and slowed
Developer Comments: Knockbacks are now less affected by how the enemy was moving when they were hit. Instead of having small or large knockbacks that depend on chance, knockbacks will feel similar regardless of the enemy’s movement leading up to the knockback. Allowing flying heroes, like Mercy when using her Valkyrie ability or D.Va using her Booster ability, to be properly knocked back makes for more fluid, realistic gameplay.
- Cooldown increased from 1 second to 2 seconds
Developer Comments: This change allows D.Va’s enemies to play around her Defense Matrix by increasing its downtime between uses.
- Explosive damage reduced from 6 to 4
- Impact damage reduced from 25 to 10
Developer Comments: D.Va’s burst potential is a bit too high, so we’re reducing the damage of her Micro Missiles and Boosters impact. Prior to this change, each missile dealt 3 impact damage and 6 explosive damage. We’re reducing explosive damage from 6 to 4 but leaving the impact damage the same, the net result being 21% damage reduction.
- An option to manually hold down D.Va’s boosters rather than toggling them has been added under Options > Controls > D.Va
- D.Va fires a barrage of small rockets that detonate on impact, dealing damage in a limited radius around each explosion. These can be fired while D.Va is using any other ability or firing her Fusion Cannons
- Defense Matrix's resource meter will now deplete twice as quickly
- Energy regeneration per second has been increased to 12.5% (formerly 10%)
- Fusion Cannons can now be fired while flying
Developer Comment: D.Va’s Defense Matrix uptime has proven to be too strong, but simply reducing it without making other changes would make her too weak (and far less interesting to play). Instead, we’re adding a new ability and giving her the ability to fire while flying. These changes give D.Va new options while maintaining Defense Matrix’s ability to shut down big enemy attacks.
- New sound effects and voice lines have been added, indicating when Defense Matrix has absorbed an enemy’s ultimate ability
- Enemy shots no longer need to travel a minimum distance before they can be blocked
Developer Comment: Previously, there was a minimum distance a projectile had to travel before it could be destroyed by Defense Matrix. This made it nearly worthless in situations where an enemy was right next to your teammate, such as when Roadhog hooks your ally. This change removes that restriction so Defense Matrix should now reliably destroy projectiles regardless of how far they have traveled.
- Health increased from 200 to 400
- Armor decreased from 400 to 200
- Bullet damage decreased from 3 to 2
- Number of bullets per shot has been increased from 8 to 11
Developer Comment: D.Va’s armor often made her feel like she had no weaknesses, even against heroes that are typically effective against bigger targets (like Reaper). The changes to her primary fire will result in a small overall decrease in damage, but her Fusion Cannons should feel more consistent now.
- Ultimate cost has been decreased by 20%
- Mech health increased to 200 (formerly 100). Armor remains at 400
- Movement speed while firing has been increased by 25%
Developer Comment: We reduced the cost of the Call Mech ultimate ability to compensate for the increased ultimate cost across all heroes (detailed above). D.Va players shouldn’t experience a noticeable change. The rest of these changes help D.Va’s withstand attacks, which will allow her to keep pressuring enemies.
- After being activated, Defense Matrix will begin regenerating following a 1-second delay (formerly .5 seconds)
Developer Comment: Defense Matrix was too efficient when tapped repeatedly, instead of being held. Now, the recovery delay matches the ability cooldown.
- Cooldown decreased from 10 seconds to 1 second
- A new resource meter has been added. This meter will deplete while Defense Matrix is active and then recharge when it’s not in use.
- Defense Matrix takes 10 seconds to reach full charge from empty
- At a full charge, Defense Matrix will last for 4 seconds
- Defense Matrix will now remain active as long as its assigned hotkey is held
- Defense Matrix has been reclassified as an alternate fire and is now bound to RMB (by default)
- An option to "Toggle Defense Matrix" has been added under Options > Controls > D.Va
- Ultimate cost decreased by 15%
- Explosion delay reduced from 4 seconds to 3 seconds
- Explosion no longer damages D.Va (the player who activates it)
Developer Comment: D.Va isn't being selected as often as our other tanks, and we feel a lot of that stems from the underperformance of her damage absorption abilities. So, we've reconfigured her Defensive Matrix, making it more flexible and giving players the ability to use it more often. We’ve also given Self-Destruct a little more oomph, because it felt slightly underwhelming when compared to many of Overwatch's other ultimate abilities.
References
- ↑ 2015-11-24, "I AM D.VA". 'Facebook. Accessed on 2016-05-18
- ↑ Michael Chu's Twitter
- ↑ Heroes of the Storm 2.0 – Hanamura Showdown
- ↑ 2017-1-26, Overwatch’s gamer girl hero inspires a feminist movement Polygon.com, accessed on 2017-1-27
- ↑ 2016-09-17, OVERWATCH: A WORLD FANS BUILT. IGN, accessed on 2016-09-18
- ↑ 2017-05-03, Latest 'Overwatch' Controversy Gives New Meaning To The Phrase Police Drama. Forbes, accessed on 2022-11-29
- ↑ Michael Chu's Twitter, Accessed on 2018-08-24
- ↑ PlayOverwatch Twitter
- ↑ D.Va (Archive), WCS. Accessed on 2015-11-12
- ↑ 2018-02-01, Michael Chu on Battle.net Battle.net forums. Accessed on 2018-02-01.
- ↑ 2016-10-17, BlizzCon In-Game Goodies: D.Va Announcer and Portrait! Battle.net, accessed on 2016-11-17
- ↑ 2017-06-29, NEW STATUE D.Va | Pre-Order Now! | Overwatch. YouTube, accessed on 2017-07-03
- ↑ 2017-08-22, Gamescom 2017 swag and more, including new Blizzard exclusives. Blizzard Watch, accessed on 2017-08-23
- ↑ 2017-11-22, Overwatch Hoodies. Blizzplanet, accessed on 2017-11-23
- ↑ 2020-02-24, Toy Fair NY 2020: Figma Overwatch Action Figures. Blizzplanet, accessed on 2020-04-10
- ↑ 2018-10-02, Blizzard teases new Overwatch LEGO sets. Shack News, accessed on 2018-10-08
External links
| Heroes in Overwatch
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Tank |
Bruiser |
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Initiator |
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Stalwart |
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Damage |
Flanker |
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Recon |
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Sharpshooter |
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Specialist |
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Support |
Medic |
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Survivor |
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Tactician |
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