overwatch

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 Ability-dva1 Fusion Cannons blast away with autofire at short range, and she can use its Ability-dva2 Boosters to barrel over enemies and obstacles, or absorb attacks with her projectile-destroying Ability-dva3 Defense Matrix.

Abilities

Passive Abilities

Role: Tank
Hero-ability-circle
Role Tank Circle
Type
Passive Ability
Less ultimate given by healing and damage received. Increases base health in Role Queue game modes.
Health:
150

Additional details:
  • 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.

6v6 details:
  • No longer grants increased base health.
  • Ultimate charge generation reduction reduced from 40% to 20%.

Sub-Role: Initiator
Hero-ability-circle
Sub-Role Tank Initiator Circle
Type
Passive Ability
Gain a heal over time after using a specified movement ability.
Healing:
50
Duration:
1 second

Additional details:
  • Triggers when using certain movement abilities:
  • 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.

Eject!
Hero-ability-circle
Passive-D.Va
Type
Passive Ability
Eject out of your mech when it's destroyed.
Health:
150
Cast time:
1.5 seconds
greater cleanse
Removes Cleansable status effects and Stuns. Ignored by Knockdown and Displace.
invulnerable
Cannot be damaged. Contests objectives, but does not capture them.
reloads
Fully reloads the hero's weapon.
D.Va's mech will automatically eject her when it reaches 1 Health. This forces D.Va into Pilot Form.

Additional details:
  • D.Va can use Ability-dva4 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.

Keywords:
greater cleanse
Removes Cleansable status effects and Stuns. Ignored by Knockdown and Displace.
invulnerable
Cannot be damaged. Contests objectives, but does not capture them.
reloads
Fully reloads the hero's weapon.

Weapons

Fusion Cannons
Key mouse 1
Hero-ability-circle
Ability-dva1
Type
Weapon (Mech)
Effect Type
Shotgun Shotgun (hitscan)
Blocked by barriers.
Ignores barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Automatic short-range spread weapons.
Damage:
2 – 0.6 (per projectile)
22 - 6.6 (per volley)
Falloff range:
10 - 20 meters
Headshot:
✓ (x2)
Rate of fire:
6.67 volleys/s
Shots per volley:
11
Ammo:
Mov. speed penalty:
-30%
Projectile radius:
0.04 meters
Spread:
3.375 degrees
critical
Deals 2x damage when hitting critical locations.
hitscan
Projectile attacks and healing with no travel time, hitting targets instantly.

Additional details:
  • Damage per second: 146 while firing
  • No movement speed penalty while Ability-dva2 Boosters are active.

6v6 details:
  • Weapon spread increased from 3.375 to 4 degrees.

Keywords:
critical
Deals 2x damage when hitting critical locations.
hitscan
Projectile attacks and healing with no travel time, hitting targets instantly.

Example video:

Light Gun
Key mouse 1
Hero-ability-circle
Ability-dva5
Type
Weapon (Pilot)
Effect Type
Projectile Projectile
Blocked by barriers.
Ignores barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Automatic weapon.
Damage:
14
Headshot:
✓ (x2)
Rate of fire:
7 shots/s
Ammo:
20
Reload time:
1.4 seconds
Projectile speed:
50 m/s
Projectile radius:
0.275 meters
Spread:
None
critical
Deals 2x damage when hitting critical locations.
travel time
Projectile attacks and healing with travel time. Can be Negated.
While outside of her mech, D.Va can continue the fight with a mid-range automatic blaster.

Additional details:
  • Damage per second: 98 while firing (65.77 overall w/ reload)

Keywords:
critical
Deals 2x damage when hitting critical locations.
travel time
Projectile attacks and healing with travel time. Can be Negated.

Example video:

Special Abilities

Defense Matrix
Key mouse 2
Hero-ability-circle
Ability-dva3
Cooldown Icon
1 second
Type
Ability (Mech)
Effect Type
Area of effect Area of effect
Blocked by barriers.
Ignores barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Block projectiles in an area in front of you.
Energy:
33% per second (cost)
16% per second (regen rate)
Cast time:
None
Duration:
0.5 seconds (min)
3 seconds (max)
0.75 seconds (energy regen delay)
Max. range:
10.3 meters
channeled
A continuous action that ends prematurely when interrupted by Displace, Hacked, Sleep, or Stun.
energy
Uses a bespoke resource. Not affected by cooldown reduction.
ignore barrier
No effects of this ability collide with Barriers or heroes.
negate projectile
Negates most projectile attacks and healing in an area. Pierced by Melee, Beam and Shockwave.

Additional details:

6v6 details:
  • Maximum duration reduced from 3 to 2 seconds.
  • Recharge rate reduced by 15%.

Keywords:
channeled
A continuous action that ends prematurely when interrupted by Displace, Hacked, Sleep, or Stun.
energy
Uses a bespoke resource. Not affected by cooldown reduction.
ignore barrier
No effects of this ability collide with Barriers or heroes.
negate projectile
Negates most projectile attacks and healing in an area. Pierced by Melee, Beam and Shockwave.

Example video:

Boosters
LSHIFT
Hero-ability-circle
Ability-dva2
Cooldown Icon
4 seconds
Type
Ability (Mech)
Effect Type
Melee Melee
Movement Movement
Blocked by barriers.
Ignores barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Fly in the direction you are facing.
Damage:
25
Headshot:
Cast time:
None
Duration:
0.4 seconds (min)
2 seconds (max)
Max. range:
24 meters
Mov. speed buff:
+118%
Knockback Mod.:
-90% received (flight resistance)
Knockback speed:
17.5 m/s
evasive
Can pass through enemy heroes and does not block movement.
flight
Grants free movement and is temporarily disabled by Displace, Hacked, Hinder, Sleep, and Stun.
movement
Silenced by Hinder. An ability that grants the hero enhanced movement that ends prematurely when interrupted by Displace, Hacked, Hinder, Sleep, and Stun.
D.Va’s mech launches into the air, her momentum carrying her forward. She can turn and change directions or barrel through her enemies, knocking them back.

Additional details:
  • Can be used simultaneously with Ability-dva1 Fusion Cannons, quick melee, Ability-dva7 Micro Missiles, and/or Ability-dva3 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.

Keywords:
evasive
Can pass through enemy heroes and does not block movement.
flight
Grants free movement and is temporarily disabled by Displace, Hacked, Hinder, Sleep, and Stun.
movement
Silenced by Hinder. An ability that grants the hero enhanced movement that ends prematurely when interrupted by Displace, Hacked, Hinder, Sleep, and Stun.

Example video:

Micro Missiles
E
Hero-ability-circle
Ability-dva7
Cooldown Icon
7 seconds
Type
Ability (Mech)
Effect Type
Projectile Projectile
Area of effect Area of effect
Blocked by barriers.
Ignores barriers.
Ignores barriers.
!
Partially blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
!
Partially blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
!
Partially affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Launch a volley of explosive rockets.
Damage:
2 (direct hit bonus)
5.5 - 1.375 (splash, enemy)
5.5 - 1.375 (splash, self)
Headshot:
Rate of fire:
11 shots/s
Ammo:
18
Cast time:
0.16 + 0 seconds
Radius:
0.1 - 1.5 meters (splash)
Projectile speed:
50 m/s
Projectile radius:
0.175 meters
area of effect
Affects targets in a spherical area.
channeled
A continuous action that ends prematurely when interrupted by Displace, Hacked, Sleep, or Stun.
self-damage
Explosion that can damage the attacker.
travel time
Projectile attacks and healing with travel time. Can be Negated.

Additional details:
  • 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 Ability-dva3 Defense Matrix, Abilities-sigma3 Kinetic Grasp, Ability JavelinSpin Javelin Spin, Perk PowerMatrix Power Matrix and ULT Kekkai Sancturary Kekkai Sanctuary and reflected by Ability-genji2 Deflect, but the splash is unaffected.
  • Baptiste-ability4 Amplification Matrix affects all damage dealt if the projectile passes through it. Splash damage alone going through is not amplified.

6v6 details:
  • Cooldown increased from 7 to 8 seconds.

Keywords:
area of effect
Affects targets in a spherical area.
channeled
A continuous action that ends prematurely when interrupted by Displace, Hacked, Sleep, or Stun.
self-damage
Explosion that can damage the attacker.
travel time
Projectile attacks and healing with travel time. Can be Negated.

Ultimate Ability

Self-Destruct
Q
Hero-ability-circle
Ability-dva4
Ultimate Ready
1700
Type
Ultimate Ability (Mech)
Effect Type
Area of effect Area of effect
Blocked by barriers.
Ignores barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Eject and overload your mech, causing it to explode after a short time.
Damage:
1000 - 100
Headshot:
Cast time:
0 + 0.13 seconds
Duration:
3 seconds
Radius:
6 - 21 meters
Knockback speed:
7.8 m/s (min)
22.4 m/s (max)
area of effect
Affects targets in a spherical area.
deployable
This Deployable cannot be damaged.
fixed
This Deployable's damage is unaffected when Amp is applied to the owner.
lesser cleanse
Removes Cleansable status effects. Impossible to use against Stun, Knockdown, Displace and Hacked.
movement
A Deployable with enhanced movement that ends prematurely when interrupted by Displace, Hinder and Stun.
reloads
Fully reloads the hero's weapon.

Additional details:
  • Enemies hit by the explosion are also knocked back.
  • If Self-Destruct was activated while Ability-dva2 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 Ability-dva5 Light Gun.
  • Using Self-Destruct allows (pilot) D.Va to escape Abilities-sigma5 Gravitic Flux, leaving the exploding mech in the suspension.
  • Life Grip Icon Life Grip cannot be used on the exploding mech.

Keywords:
area of effect
Affects targets in a spherical area.
deployable
This Deployable cannot be damaged.
fixed
This Deployable's damage is unaffected when Amp is applied to the owner.
lesser cleanse
Removes Cleansable status effects. Impossible to use against Stun, Knockdown, Displace and Hacked.
movement
A Deployable with enhanced movement that ends prematurely when interrupted by Displace, Hinder and Stun.
reloads
Fully reloads the hero's weapon.

Example video:

Call Mech
Q
Hero-ability-circle
Ability-dva6
Ultimate Ready
280
Type
Ultimate Ability (Pilot)
Effect Type
Area of effect Area of effect
Blocked by barriers.
Ignores barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Call down a new mech.
Damage:
250
Headshot:
Cast time:
0.9 + 2 seconds
Max. range:
1.5 meters
Radius:
3 meter radius
Knockback speed:
15.3 m/s
area of effect
Affects targets in a spherical area.
fixed
This ability's damage is unaffected by Amp.
lesser cleanse
Removes Cleansable status effects. Impossible to use against Stun, Knockdown, Displace and Hacked.

Additional details:
  • Enemies hit by Call Mech take damage and are knocked back.
  • Becomes completely charged after Ability-dva4 Self-Destruct detonates, or if D.Va is Ability-mercy5 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 Abilities-sigma5 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 Icon Life Grip during Call Mech.
  • It is possible to gain massive ultimate charge from Ability-dva2 Boosters with environmental kill before mech destroyed.

Keywords:
area of effect
Affects targets in a spherical area.
fixed
This ability's damage is unaffected by Amp.
lesser cleanse
Removes Cleansable status effects. Impossible to use against Stun, Knockdown, Displace and Hacked.

Example video:

Perks

Minor Perks

A Minor Perk is unlocked at level 2.

Bunny Power
Hero-ability-circle
Bunny Power
Type
Minor Perk
Eject grants 75 temporary overhealth and Call Mech's damage radius is increased by 50%.
Overhealth:
75
Duration:
10 seconds
Radius:
4.5 meters

Additional details:
  • At the end of the duration, overhealth starts to decay at rate of 25/s.

Extended Boosters
Hero-ability-circle
Extended Boosters
Type
Minor Perk
Hitting an enemy with Boosters deals 40% increased damage and extends the duration by 0.5 seconds.

    Major perks

    A Major Perk is unlocked at level 3.

    Shield System
    Hero-ability-circle
    Perk ShieldSystem
    Type
    Major Perk
    Convert 150 health to shields. Defense Matrix restores shields based on 25% of its damage absorbed.
    Health:
    -150
    Shields:
    +150 (base health converted)
    25% of damage absorbed (recharging)

    Additional details:
    • Health conversion does not affect Pilot form.
    • Healing shields does not grant ultimate charge.

    Precision Fusion
    R
    Hero-ability-circle
    Precision Fusion
    Cooldown Icon
    8 seconds
    Type
    Major Perk
    Effect Type
    Shotgun Shotgun (hitscan)
    Blocked by barriers.
    Ignores barriers.
    Ignores barriers.
    Blocked by Defense Matrix/Kinetic Grasp.
    Ignores Defense Matrix/Kinetic Grasp.
    Ignores Defense Matrix/Kinetic Grasp.
    Blocked by Deflect/Javelin Spin.
    Ignores Deflect/Javelin Spin.
    Ignores Deflect/Javelin Spin.
    Affected by damage boosts.
    Ignores damage boosts.
    Ignores damage boosts.
    Affected by Amplification Matrix.
    Ignores Amplification Matrix.
    Ignores Amplification Matrix.
    Press Reload to reduce Fusion Cannons' Spread by 75% for 3 seconds.
    Damage:
    2 - 0.6 → 1 - 0.3 (per projectile)
    22 - 6.6 → 11 - 3.3 (per volley)
    Falloff range:
    10 - 20 → 15 - 30 meters
    Headshot:
    ✓ (x2)
    Rate of fire:
    6.67 shots/s → 13.33 shots/s
    Shots per volley:
    11 per shot
    Ammo:
    Duration:
    3 seconds
    Spread:
    3.375 → 0.84 degrees

    Additional details:
    • 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 Ability-dva2 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 Ability-dva3 Defense Matrix is useful against all incoming projectiles regardless of DPS, protecting her teammates from enemy fire. The Ability-dva7 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. Ability-dva4 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 Ability-dva1 Fusion Cannons and Ability-dva7 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 Ability-dva2 Boosters.

    Weapons & Abilities

    General Strategies

    Match-Ups and Team Synergy

    Tank

    Hero Match-Up Team Synergy
    Icon-D.Va
    D.Va
    D.Va mirror matches are extremely bizarre. Both of you are going to try to act smart and fight around each others' Ability-dva3 Defense Matrix. Don't use too much of your Ability-dva3 Defense Matrix at any point, so that you are always able to counter the opponent's Ability-dva7 Micro Missiles and Ability-dva1 Fusion Cannons should they use them, and simultaneously try not to fire your Ability-dva7 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 Ability-dva3 Defense Matrix is not. Eventually her Ability-dva3 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 Ability-dva3 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 Ability-dva3 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 Ability-dva3 Defense Matrix, stop firing and reload; this will make her drop her Ability-dva3 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 Ability-dva3 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 Ability-dva4 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.

    Icon-Doomfist
    Doomfist
    Ability-dva3 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 Ability-dva3 Defense Matrix when a friendly Doomfist is using Power Block Power Block, as he may be looking to absorb damage to empower his Rocket punch Rocket Punch.
    Icon-Hazard
    Hazard
    Against a Hazard, you've got a tricky game ahead of you. At close range, Hazard's Bonespur Bonespur can quickly burst down your health with enough headshots, but he's only got so much ammo, so be sure to use Ability-dva3 Defense Matrix to mitigate as much of his damage as you can. His Spike Guard 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 Ability-dva3 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 Ability-dva2 Boosters flexible mobility to move around so he can't easily catch you. If he dives one of your allies, Ability-dva3 Defense Matrix his damage to prevent him securing a kill. If he uses Jagged Wall Jagged Wall to block you off, use your Ability-dva2 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 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 Downpour ultimate can set up a great Ability-dva4 Self-Destruct, as it prevents opponents from escaping its radius.
    Icon-Junker Queen
    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, Ability-dva3 Defense Matrix can only block Junker Queen's Scatter Gun Icon Scattergun and a thrown Jagged Blade Icon Jagged Blade, whereas you and your team are still vulnerable to Carnage Icon Carnage and her Rampage Icon Rampage. With smart usage of Ability-dva2 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 Icon Commanding Shout being able to save herself or her nearby teammates when they're near death. When hit by Rampage Icon Rampage, it's best to retreat, since Adrenaline Rush Icon Adrenaline Rush combined with Rampage Icon 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 Ability-dva3 Defense Matrix for help, as she can't prevent damage herself. Similarly, an opponents dragged in by Jagged Blade Icon Jagged Blade is easy pickings for you to burst down with missiles, assuming the Queen doesn't burst them down herself.
    Icon-Mauga
    Mauga
    Mauga is the bane of all Tank's. With the combination of his Incendiary Chaingun icon Incendiary Chaingun and Volatile Chaingun icon 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 Ability-dva3 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 icon Cardiac Overdrive, to prevent his life-steal from healing him back up. If he does try to run you down, use Ability-dva2 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 icon Overrun. If caught in Cage Fight icon Cage Fight, there's not much you can do but block and fight. Alternatively, if in his ultimate, you can use Ability-dva4 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 Ability-dva4 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 icon 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 Ability-dva3 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 icon Cage Fight creates the perfect stage for your Ability-dva4 Self-Destruct, allowing you to guarantee eliminations on any enemies caught in it, with no chance of their escape.
    Icon-Orisa
    Orisa
    Orisa can use Ability JavelinSpin Javelin Spin to block your Ability-dva7 Micro Missiles, and thanks to Ability Orisa Fortify Fortify, quickly gunning Orisa down can prove to be difficult. However, your Ability-dva3 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 Ability EnergyJavelin Energy Javelin, it can be hard to predict. If fighting in an area with pits, don't use your Ability-dva2 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 Ability JavelinSpin Javelin Spin, Orisa will often be shoving you around to places you don't want to be and denying you your Ability-dva2 Boosters, so try to keep your distance from her to avoid this. When Orisa uses her ultimate, Ultimate TerraSurge Terra Surge, try to quickly get out using Ability-dva2 Boosters. Orisa cannot block Ability-dva4 Self-Destruct for her team, but she can survive it with Ability Orisa Fortify 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.
    Icon-Ramattra
    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 Icon Void Accelerator at you from a distance, and while you can easily block it with Ability-dva3 Defense Matrix, it's maximum duration is only so long, whereas Void Accelerator Icon 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 Icon Nemesis Form, which is even worse; his Pummel Icon Pummel strikes can't be blocked by Ability-dva3 Defense Matrix, so it won't be long before you lose your Mech. Void Barrier Icon 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 Icon 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 Icon Void Accelerator when possible, but more often it's better to use terrain as cover. Pelt him from medium range with your Ability-dva1 Fusion Cannons, and when he enters Nemesis Form Icon Nemesis Form, either retreat or try to focus on weak teammates that he is no longer able to protect without his Void Barrier Icon Void Barrier. During Annihilation Icon Annihilation, unless Ramattra is already near-death, it's best to run rather than fight, as the combination of his Ultimate and his Pummel Icon Pummel strikes will not only cause you to quickly lose your Mech, but will only cause Annihilation Icon 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 Ability-dva3 Defense Matrix to try save him from dying, and give your supports time to heal him back up.
    Icon-Reinhardt
    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 Ability-dva2 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 Ability-dva4 Self-Destruct with his barrier. It is therefore best to save Ability-dva4 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 Ability-reinhardt5 Earthshatter is an excellent setup to safely perform a team-wipe with Ability-dva4 Self-Destruct.
    Icon-Roadhog
    Roadhog
    Roadhog fights are extremely unfortunate, because your Ability-dva3 Defense Matrix does not stop his Ability-Roadhog3 Chain Hook. If you get hooked, do not start fighting back. Instead, immediately hit your Ability-dva2 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 Ability-Roadhog2 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 Ability-dva3 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 Ability-dva2 Boosters and Ability-dva3 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 Ability-dva6 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.
    Icon-Sigma
    Sigma
    Sigma's Abilities-sigma3 Kinetic Grasp is very similar to your own Ability-dva3 Defense Matrix; the main differences between the two is that Abilities-sigma3 Kinetic Grasp has a lengthy cooldown compared to your rechargeable meter and that projectiles absorbed by Abilities-sigma3 Kinetic Grasp are converted to overhealth for the enemy Sigma. When Sigma has Abilities-sigma3 Kinetic Grasp active, be careful not to use your Ability-dva7 Micro Missiles or fire at him; instead, charge him with your Ability-dva2 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 Abilities-sigma2 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 Abilities-sigma5 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 Ability-dva2 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 Abilities-sigma2 Experimental Barrier goes down, both he and your team will be far more fragile.
    Icon-Wrecking Ball
    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 Ability-dva2 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.
    Icon-Winston
    Winston
    Out of your mech, Winston is a nightmare, because he'll just Ability-winston2 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 Ability-dva2 Boosters can knock him out of his Ability-winston3 Barrier Projector's protection, making him easier to kill. If he jumps away, chase him down with your Ability-dva2 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.
    Icon-Zarya
    Zarya
    Zarya is among D.Va's greatest enemies, as she can build lots of charge from the fire of D.Va's Ability-dva1 Fusion Cannons and Ability-dva7 Micro Missiles, and her beam is not blocked by Ability-dva3 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 Ability-zarya1 Particle Cannon is supercharged, she will mow you down without mercy. Just always keep calm and think things through. If her Ability-zarya2 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 Ability-dva2 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, Ability-zarya4 Graviton Surge, can combo well with Ability-dva4 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
    Icon-ashe
    Ashe
    You excel at taking down snipers, and Ashe is no exception. Ability-dva3 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 Ability-ashe4 B.O.B., you can either coordinate with your team to quickly eliminate him before he gets value, using Ability-dva3 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 Ability-ashe2 Dynamite, it may be worth diving them to burn down the remainder of their health, to secure the elimination. When a friendly Ashe deploys Ability-ashe4 B.O.B., be sure to use Ability-dva3 Defense Matrix to prevent anyone from stunning him or melting him down.
    Icon-Bastion
    Bastion
    You can negate an enemy Bastion's Ability-bastion2 Configuration: Assault gunfire with your Ability-dva3 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 Ability-bastion1 Recon configuration instead of Ability-bastion2 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, Artillery Icon 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 Ability-dva3 Defense Matrix can save him from a sudden large-impact attack, such as Pharah's Ability-parah4 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.
    Icon-cassidy
    Cassidy
    Ability-dva3 Defense Matrix can absorb Cassidy's gunfire as well as his Magnetic Grenade Flashbang, which is the most important projectile to absorb in this matchup; time Ability-dva3 Defense Matrix well, and you can easily take Cassidy out of the picture. Ability-dva3 Defense Matrix can also completely negate Cassidy's Ultimate, Ability-mccree4 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 Ability-dva2 Boosters to fly closer to ensure that your Ability-dva3 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 Ability-mccree4 Deadeye, be sure to protect him with Ability-dva3 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.
    Icon-Echo
    Echo
    Ability-dva3 Defense Matrix can negate Echo's TRI SHOT Tri-Shot and STICKY BOMBS Sticky Bombs, and you can use your Ability-dva2 Boosters to pursue her in the air. Without Ability-dva3 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 Focusing Beam. As a beam, your Ability-dva3 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 Duplicate on you, copying your abilities and can charge up Ability-dva4 Self-Destruct quicker than you can, so be sure to use Ability-dva3 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 Ability-dva3 Defense Matrix when she's in the open, and protect her during DUPLICATE Duplicate so she can build her ultimate in time.
    Icon-Freja
    Freja
    Freja is a deadly assassin, but a squishy one. All her projectiles can be blocked by your Ability-dva3 Defense Matrix, and whilst her mobility is good, your Ability-dva2 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 Ability-dva3 Defense Matrix, to prevent them from being sniped off by her. Be wary of her Bola Shot Bola Shot, as it's a quick charging ultimate compared to others. If you hear it coming, instinctively use Ability-dva3 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 Ability-dva2 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 Ability-dva3 Defense Matrix, so she can burst down the divers with her damage. If you notice an opponent caught by Bola Shot Bola Shot, try follow up on the damage as her ultimate alone isn't enough to secure an elimination.
    Icon-Genji
    Genji
    Due to Genji's constant mobility, he can be extremely difficult to pin down as D.Va, and his Ability-genji3 Swift Strike ignores your Ability-dva3 Defense Matrix. You'll need to rely on teammates such as Winston or Cassidy to get Genji off your back. If he uses hi Ability-genji2 Deflect, feel free to use Ability-dva3 Defense Matrix to block any reflected damage, especially if he's deflecting your own Ability-dva7 Micro Missiles. His ultimate Ability-genji4 Dragonblade is a Melee attack, so Ability-dva3 Defense Matrix is useless against it. Instead, use Ability-dva2 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 Ability-dva3 Defense Matrix if he uses Ability-genji2 Deflect, as his deflect will function the same as your matrix, but better as it'll reflect projectiles back at opponents.
    Icon-Hanzo
    Hanzo
    Your Ability-dva3 Defense Matrix will let you block the burst damage of Hanzo's Ability-hanzo03 Storm Arrows, while your Ability-dva2 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 Ability-dva3 Defense Matrix to block his Ability-hanzo4 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 Ability-dva3 Defense Matrix and burst down the divers.
    Icon-Junkrat
    Junkrat
    Ability-dva3 Defense Matrix can negate Junkrat's primary fire and Ability-Junkrat2 Concussion Mine, but not his Ability-Junkrat3 Steel Trap. If you get trapped, just face Junkrat and use Ability-dva3 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 Ability-Junkrat5 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 Ability-Junkrat5 RIP-Tire down with a burst of Ability-dva7 Micro Missiles. D.Va is able to combo her Ability-dva3 Defense Matrix well with Junkrat's Ultimate ability: In a combo known as "Walk The Dog", D.Va can guard an allied Junkrat's Ability-Junkrat5 RIP-Tire on its path to the enemy by flying behind it using Ability-dva2 Boosters while absorbing damage directed at the Ability-Junkrat5 RIP-Tire with Ability-dva3 Defense Matrix as well as by body blocking.
    Icon-Mei
    Mei
    As Mei's primary fire is a beam attack, it cannot be absorbed with Ability-dva3 Defense Matrix. At long range, Mei's icicles will out-damage D.Va's Ability-dva1 Fusion Cannons. While Ability-dva3 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 Ability-mei1 Endothermic Blaster Icicle headshot or two. Also, if Mei wants to keep distance between you, she can use her Ability-mei3 Ice Wall to briefly allow her to escape harm. Those abilities can also be used to help Mei and her team survive a Ability-dva4 Self-Destruct, so you have to be careful when activating it or risk having it be completely negated. Mei's Ability-mei4 Blizzard Ultimate is an excellent setup to perform a massive Ability-dva4 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.
    Icon-Pharah
    Pharah
    Your Ability-dva2 Boosters and Ability-dva3 Defense Matrix make you one of the hardest counters to Pharah. Quickly flying to her and bursting her down with Ability-dva1 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 Ability-parah4 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 Ability-dva4 Self-Destruct thoughtlessly may allow her to turn tables quickly. Do note though, as a flyer she's especially vulnerable to Ability-dva4 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.
    Icon-Reaper
    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 Ability-reaper4 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 Ability-reaper3 Shadow Step and Ability-reaper2 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 Ability-dva3 Defense Matrix to support him during his Ability-reaper4 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.
    Icon-Sojourn
    Sojourn
    Sojourn is a deadly damage hero, but all of her abilities are absorbed by your Ability-dva3 Defense Matrix. If you notice her firing her Disruptor Shot Icon 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 Ability-dva3 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 Ability-dva2 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 Icon 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.
    Icon-Soldier 76
    Soldier: 76
    Ability-dva3 Defense Matrix negates Soldier: 76's Ultimate, Icon-ability.tacticalvisor 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 Icon-ability.bioticfield Biotic Field and Icon-ability.sprint Sprint, he has options to both outlast you in a fight and to flee if he feels the need to, and if your Ability-dva2 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 Ability-dva7 Micro Missiles; he'll most likely use Icon-ability.bioticfield 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 Icon-ability.sprint Sprint and Icon-ability.bioticfield 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 Icon-ability.tacticalvisor Tactical Visor, use Ability-dva3 Defense Matrix to protect him from opponents and allow him to play more aggressive.
    Icon-Sombra
    Sombra
    With a well-timed Ability Sombra Hack Hack or Ability Sombra EMP 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 Ability-dva3 Defense Matrix to block her damage or Ability-dva2 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 Ability Sombra Hack Hack. This is especially painful after activating Ability-dva4 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 Ability-dva1 Fusion Cannons all around to try catch her while invisible. Additionally, any damage she takes while trying to Ability Sombra Hack 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 Ability Sombra EMP EMP can shatter the barriers of a clustered enemy team, which can pave the way for a massive Ability-dva4 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 Ability Sombra EMP EMP will leave them vulnerable, whereas leading with Ability Sombra EMP EMP may cause the enemy team to split apart and flee, or have their abilities return before Ability-dva4 Self-Destruct detonates, allowing them to survive.
    Icon-Symmetra
    Symmetra
    Because you can't block Symmetra's primary fire with Ability-dva3 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 Ability-symmetra4 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 Ability-dva1 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 Ability-dva2 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 Ability-dva4 Self-Destruct. When done right, this can catch an enemy team completely off guard and potentially wipe them out.
    Icon-Torbjörn
    Torbjörn
    In addition to blocking an enemy Torbjörn's Ability-torbjorn3 turret's incoming fire with Ability-dva3 Defense Matrix and help your team take it out with your Ability-dva7 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, Ability-torbjorn5 Molten Core, with Ability-dva3 Defense Matrix. Torbjörn small but round hitbox can make him easier to burst down with Ability-dva1 Fusion Cannons, but be cautious as his shotgun can more quickly destroy your mech at close-range. D.Va's Ability-dva3 Defense Matrix can help protect Torbjörn's Ability-torbjorn3 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 Ability-torbjorn5 Molten Core so he can push up and be more aggressive, allowing him to place his ultimate in the opponent's backlines.
    Icon-Tracer
    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 Ability-reaper5 The Reaping to help him outlast your damage, Tracer's Ability-tracer2 Blink and Ability-tracer3 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 Ability-tracer2 Blink, but if you escape to a higher altitude, it will be harder for her to catch up. However, if a tracer does use Ability-tracer3 Recall, it may be worth trying to catch up with her and burst her down before she can escape with Ability-tracer2 Blink. If you notice her trying to get close-up to an ally, be sure to use Ability-dva3 Defense Matrix on them to prevent her damage, and possible protect them from Ability-tracer4 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 Ability-tracer3 Recall, as once she's used it she'll be vulnerable and likely targeted if still in the fight.
    Icon-Venture
    Venture
    In a one-on-one fight, Venture demolishes D.Va. Whilst their Smart Excavator icon Smart Excavator is blockable by Ability-dva3 Defense Matrix, all their Clobber Clobber and Drill Dash icon Drill Dash can slowly work away at D.Va's health whilst you have Defense Matrix up. Additionally, their Burrow icon Burrow makes them completely immune to damage, giving them the opportunity to completely avoid Ability-dva4 Self-Destruct and safely flee back to their team if necessary. Their ultimate, Tectonic Shock icon Tectonic Shock has a large range, dealing big damage instances back-to-back. If caught by it, use Ability-dva2 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 Ability-dva7 Micro Missiles and Ability-dva1 Fusion Cannons can scare them into using Burrow icon Burrow and falling back, which you can follow up on with Ability-dva2 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 Ability-dva3 Defense Matrix if they don't have Burrow icon Burrow available, to protect them a short while so they can escape.
    Icon-Vendetta
    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 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 Ability-dva2 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 Ability-dva7 Micro Missiles and Ability-dva1 Fusion Cannons can secure an elimination on her. As for Sundering Blade Sundering Blade, there is no escaping it in the open. Just use your Ability-dva2 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 Ability-dva3 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 Sundering Blade, she's vulnerable and slowed, so use Ability-dva3 Defense Matrix to protect her from damage and any stuns, so she can safely charger and execute the opponents with it.
    Icon-Widowmaker
    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 Ability-widowmaker2 Grappling Hook to ascend again. Don't fall for this bait unless you have your Ability-dva2 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
    Icon-Ana
    Ana
    Ana is both a Support hero and a sniper, making her one of your highest-priority targets. With Ability-dva3 Defense Matrix, you can negate her Ability-ana3 Biotic Grenade, Ability-ana2 Sleep Dart and Ability-ana1 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 Ability-ana2 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 Ability-ana4 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 Ability-dva4 Self-Destruct until the Ability-ana4 Nano Boost ends, as you'll immediately lose it in the process.
    Icon-Baptiste
    Baptiste
    Fighting a Baptiste one-on-one isn't too difficult for D.Va. However, his Baptiste-ability3 Immortality Field can buy him enough time to survive your attacks, especially if his teammates are in it as well. In addition, Baptiste-ability3 Immortality Field can completely negate Ability-dva4 Self-Destruct's massive burst damage. As such, it's critical to take out either Baptiste or his Baptiste-ability3 Immortality Field before initiating Ability-dva4 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 Baptiste-ability4 Amplification Matrix, your Ability-dva1 Fusion Cannons won't be too handy due to damage falloff, but your Ability-dva7 Micro Missiles can quickly burst down opponents. However, if you happen to be in Pilot Form, your Ability-dva5 Light Gun can deal tremendous damage at range when shot through the Baptiste-ability4 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 Ability-dva6 Call Mech.
    Icon-Brigitte
    Brigitte
    Due to her Barrier Shield Barrier Shield and Ability Inspire 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 Ability Inspire 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 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 Ability-dva2 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 Rocket Flail and Shield Bash 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.
    Icon-Illari
    Illari
    Illari has all the tools to be a troublesome opponent for D.Va. Her Solar rifle icon Solar Rifle chunks away at your health from a distance, while her Healing pylon icon Healing Pylon keeps her team alive with sustainable healing over time, with her healing beam providing instance burst healing when necessary. Her Outburst icon Outburst is annoying to deal with, as it keeps distance between you and her. If you catch her Healing Pylon, burst it down with Ability-dva7 Micro Missiles to get it out the fight, and if you notice her use Outburst icon Outburst, dive her with Ability-dva2 Boosters to quickly burst her down before she can escape. Watch out for her ultimate, Captive sun icon Captive Sun, as it's a projectile with a huge hitbox that you can absorb with your Ability-dva3 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 icon Captive Sun slows opponents down, it sets the scene for an easy Ability-dva4 Self-Destruct, or alternatively you can quickly dive and eliminate anyone caught by it.
    Icon-Juno
    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 Ability-Juno5 Hyper Ring provides her with the necessary speed to keep her distance from D.Va. When possible, use Ability-dva2 Boosters to catch her mid-air and burst her down. She'll likely try use Ability-Juno3 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 Ability-dva3 Defense Matrix to deny her the damage and burst her down to scare her off. If she uses Ability-Juno6 Orbital Ray in a fight, use Ability-dva2 Boosters to lure her teammates away from her ultimate, or use Ability-dva3 Defense Matrix to mitigate the enhanced damage they deal. Sometimes, it may be worth using Ability-dva4 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 Ability-dva2 Boosters in combination with her Ability-Juno5 Hyper Ring provides you with immense speed to catch opponents, cover space, or quickly fall back. Her Ability-Juno2 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 Ability-dva3 Defense Matrix to protect her so she can safely get away or fight off the opponents.
    Icon-kiriko
    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 Icon 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 Icon Protection Suzu, Kiriko can not only save herself or her teammates from being finished off by your Ability-dva1 Fusion Cannons, but they can even completely negate the explosion of Ability-dva4 Self-Destruct, making it imperative to always keep track of its cooldown to ensure she doesn't easliy deny your Ultimate. Kiriko may use Ability-hanzo5 Wall Climb to evade you, but so long as you keep track of her movements or use Ability-dva2 Boosters to follow her, it will be a minor inconvenience more than anything. Her Kunai Icon 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 Ability-dva3 Defense Matrix to block or flee with Ability-dva2 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 Icon Kitsune Rush, try to stay in its range, as it will allow you to quickly spam Ability-dva7 Micro Missiles, and let you spam Ability-dva1 Fusion Cannons with greater speed, while also letting you recharge Ability-dva3 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.
    Icon-Lifeweaver
    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 Icon Rejuvenating Dash or Petal Platform Icon Petal Platform, you can easily chase him down with your Ability-dva2 Boosters and finish him off. While his Thorn Volley Icon Thorn Volley is powerful, smart use of Ability-dva3 Defense Matrix can render it a non-issue. You can also use Ability-dva3 Defense Matrix to block Healing Blossom Icon 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 Icon Life Grip, which can deny you an important kill at the worst possible time. When Lifeweaver deploys Tree of Life Icon 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 Ability-dva4 Self-Destruct, as Lifeweaver can use Life Grip Icon Life Grip to render one of his teammates immortal or pull them from the blast radius, or he can use Tree of Life Icon Tree of Life to completely block its explosion. When a friendly Lifeweaver uses Tree of Life Icon Tree of Life, use it as cover so you can recharge your Ability-dva3 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 Blossom Icon Healing Blossoms allow you to fight up-close to opponents without trouble, than he can use his Life Grip Icon Life Grip to save you from dire situations.
    Icon-Lúcio
    Lúcio
    Due to Lúcio's high mobility and self-heal, it can be very difficult to definitively finish him off, even with your Ability-dva7 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 Ability-dva2 Boosters troublesome, as he'll get away before you can catch him. His Ability-Lucio5 Soundwave makes diving opponents a challenge, as he'll boop you away once you get close. Also, be wary of his Ability-Lucio4 Sound Barrier, as it can completely negate your Ability-dva4 Self-Destruct, though sometimes it may be worth baiting his ultimate out with Ability-dva4 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 Ability-Lucio4 Sound Barrier, used the excessive amount of overhealth to Ability-dva2 Boosters into an opponent and eliminate them quickly, but be careful not to use Ability-dva4 Self-Destruct when he uses his ultimate, as it renders all the overhealth he provided you useless.
    Icon-Mercy
    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 Ability-mercy5 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 Ability-mercy5 Resurrect another ally in the open, try coordinate with her and use your Ability-dva3 Defense Matrix so she can safely bring them back without trouble.
    Icon-Moira
    Moira
    Moira's only real tool to escape D.Va is Ability Moira Fade Fade, but if you keep a good eye out for where she travels, you can use your Ability-dva2 Boosters to chase after her. Her Ability Moira Biotic Orb Biotic Orb could pose a threat to you or sustain her in a prolonged fight, but Ability-dva3 Defense Matrix can negate both healing and damage orbs in a flash, leaving Ability Moira Biotic Grasp 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 Ability Moira Biotic Orb Biotic Orb and Ability Moira Biotic Grasp 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 Ability Moira Fade Fade provides her with the necessary tools to reposition wherever necessary. Her Ability Moira Biotic Grasp 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 Ability Moira Coalescence 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 Ability Moira Fade Fade, be sure to protect her so she can siphon away at the opponents health and survive.
    Icon-Wuyang
    Wuyang
    Wuyang is deadly at range, but vulnerably close-up. His water orbs from Xuanwustaff Xuanwu Staff can be absorbed with Ability-dva3 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 Restorativestream Restorative Stream goes through Ability-dva3 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 Rushingtorrent 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 Tidalblast 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 Ability-dva2 Boosters to make distance between you and the blast, so you won't be affected and can Ability-dva3 Defense Matrix any allies caught by it. Having Wuyang as a support can be great. While his passive Restorativestream 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 Tidalblast Tidal Blast, wait until it's just about to explode to use Ability-dva2 Boosters to catch opponents off-guard and knock them down. Alternatively, you can combo it with Ability-dva4 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.
    Icon-Zenyatta
    Zenyatta
    Zenyatta can shut you down in a number of ways. His Ability-zenyatta3 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 Ability-zenyatta1 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-passive 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 Ability-dva5 Light Gun), D.Va should always attempt to focus on enemies affected by a friendly Zenyatta's Ability-zenyatta3 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 Ability-zenyatta4 Transcendence, use the opportunity to play more aggressively and recharge Ability-dva3 Defense Matrix, until the healing ends.

    Map Strategies

    Control

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    Overwatch Busan

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    Lijiang Tower loading screen

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    Oasis

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    Samoa Samoa

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    Escort

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    Dorado-streets2

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    Havana

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    Junkertown

    Australia Junkertown

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    Rialto

    Italy Rialto

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    Route 66

    USA Route 66

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    ShambaliEscort

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    Gibraltar

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    Hybrid

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    Eichenwalde

    Germany Eichenwalde

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    Hollywood-set

    USA Hollywood

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    United Kingdom King's Row

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    Numbani

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    Push

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    Flashpoint

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    Australia New Junk City

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    India Suravasa

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    Achievements

    Name Icon Description Reward
    Shot Down
    Ability-dva3 Prevent 1250 damage with a single use of D.Va's Defense Matrix in Quick or Competitive play.
    Spray D.Va Pixel
    Pixel
    Game Over
    Ability-dva4 Kill 4 enemies with a single use of D.Va's Self-Destruct in Quick or Competitive play.
    Spray D.Va Cute
    Cute

    Trivia

    Cultural Impact

    Etymology

    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

    Bunny Stomp
    Hero-ability-circle
    Perk BunnyStomp
    Type
    Minor Perk
    Call Mech’s damage radius is increased by 50%.
    Radius:
    4.5 meter radius

    Additional details:

    Ejection Suit
    Hero-ability-circle
    Perk EjectionSuit
    Type
    Minor Perk
    Eject grants 75 temporary overhealth.
    Overhealth:
    75
    Duration:
    10 seconds

    Additional details:
    • Replaced by Extended Boosters Extended Boosters in Season 16.
    • At the end of the duration, overhealth starts to decay at rate of 25/s.

    Heavy Rockets
    Hero-ability-circle
    Perk HeavyRockets
    Type
    Major Perk
    Effect Type
    Arcing projectile Arcing projectile
    Blocked by barriers.
    Ignores barriers.
    Ignores barriers.
    Blocked by Defense Matrix/Kinetic Grasp.
    Ignores Defense Matrix/Kinetic Grasp.
    Ignores Defense Matrix/Kinetic Grasp.
    Blocked by Deflect/Javelin Spin.
    Ignores Deflect/Javelin Spin.
    Ignores Deflect/Javelin Spin.
    Affected by damage boosts.
    Ignores damage boosts.
    Ignores damage boosts.
    Affected by Amplification Matrix.
    Ignores Amplification Matrix.
    Ignores Amplification Matrix.
    Micro Missiles are swapped for Heavy Rockets which fire fewer projectiles with increased damage and explosion size.
    Damage:
    5 (direct hit bonus)
    22 - 6.6 (splash, enemy)
    22 - 6.6 (splash, self)
    Headshot:
    Rate of fire:
    6 shots/second
    Ammo:
    7
    Radius:
    3.0 meter splash radius

    Additional details:
    • 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

    The Figma D.Va statue

    Media

    Images

    Former Portrait
    Promotional
    Gameplay Screenshots
    Concept Art

    Videos

    Balance Change Log

    For more information, see Patch Notes.

    Overwatch PvP
    Patch
    Description
    This change reduces Micro Missiles’ effectiveness at quickly eliminating lower maximum health targets, lowering D.Va’s assassination potential.

    Ability-dva7 Micro Missiles

    • Impact damage reduced from 3 to 2.
    D.Va’s mobility and survivability combination provides a high level of uptime during engagements. Increasing Boosters’ cooldown creates clearer commitment windows while reducing the effectiveness of the Initiator subrole.

    Ability-dva2 Boosters

    • Cooldown increased from 3.5 to 4 seconds.
    D.Va’s combined mobility, defensive tools, and health pool make her overly durable and difficult to punish. Reducing her base health increases opportunities to force her out of mech.

    Base Health reduced from 375 to 325. (5v5)

    • Total reduced from 700 to 650
    Extended Boosters successfully encouraged more aggressive Booster usage, but the damage bonus was too high for a minor perk. Reducing the value maintains its purpose while lowering overall lethality.

    Extended Boosters Extended Boosters perk

    • Additional Booster damage reduced from 100% to 40%.

    Extended Boosters Extended Boosters

    • Boosters now deal 100% additional damage.

    Perk HeavyRockets Heavy Rockets - Major Perk

    • Removed.

    Precision Fusion Precision Fusion - Major Perk

    • New Major Perk.
    • Press Reload to reduce Fusion Cannon's spread by 75% for 3 seconds.

    Perk HeavyRockets 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.

    Perk BunnyStomp Bunny Stomp

    • Now combined with Ejection Suit.

    Bunny Power Bunny Power

    • New Minor Perk
    • Eject grants 75 temporary overhealth and Call Mech’s damage radius is increased by 50%.

    Extended Boosters Extended Boosters

    • New Minor Perk
    • Hitting an enemy with Boosters increases the duration by 0.5 seconds.
    Hero Perks

    Perk BunnyStomp Bunny Stomp

    • Call Mech's damage radius is increased by 50%.

    Perk EjectionSuit Ejection Suit

    • Eject grants 75 temporary overhealth.

    Perk ShieldSystem Shield System

    • Convert 150 health to shields. Defense Matrix restores shields based on 25% of its damage absorbed.

    Perk HeavyRockets Heavy Rockets

    • 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.
    Developer Comment: There has been a lot of community feedback surrounding D.Va lately. On average she hasn't been overperforming, but she’s quite difficult to take down. So we're shifting some of her armor to normal health and reducing her max combined health by 25 armor. With armor's effectiveness being hit in the same patch, we'll keep an eye on how this plays out and adjust as necessary.
    • Mech armor health reduced from 375 to 325.
    • Mech base health increased from 200 to 225.
    Developer Comment: The increase in Defense Matrix availability didn't help D.Va's overall performance that much compared to the amount of frustration it is causing players on the opposing team, so we're reverting it to the previous duration.

    Ability-dva3 Defense Matrix

    • Maximum duration reduced from 3.5 to 3 seconds.
    Developer Comment: The maximum duration of Defense Matrix is increased by half a second by reducing the rate at which the resource meter drains when in use, so it won't take longer to regenerate. The increased damage on Micro Missiles will help the ability feel relatively more impactful against larger health pools.

    Ability-dva3 Defense Matrix

    • Maximum duration increased from 3 to 3.5 seconds.

    Ability-dva7 Micro Missiles

    • Explosion damage increased from 4 to 5.5 damage (from 126 to 153 max damage with direct impacts).
    Developer Comments: These changes will improve D.Va's effectiveness against smaller targets as she became less effective against armored enemies in the previous patch.

    Ability-dva1 Fusion Cannons

    • Weapon spread reduced from 3.75 to 3.375 degrees.

    Ability-dva2 Boosters

    • 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.

    Ability-dva5 Light Gun

    • 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.

    Ability-dva4 Self-Destruct

    • Explosion maximum damage increased from 900 to 1000.
    • Inner explosion radius (range for maximum damage before falloff begins) increased from 4 to 6 meters.
    Developer comments: The added projectile speed to Micro Missiles helps improve their consistency at medium range while the decreased movement speed penalty on Fusion Cannons enable D.Va to stick closer to mobile targets, making her more of a threat when diving into the enemy team.

    Ability-dva1 Fusion Cannons

    • Movement speed penalty reduced from 40 to 30%.

    Ability-dva7 Micro Missiles

    • Projectile speed increased from 40 to 50.
    Developer Comments: Once D.Va’s mech was destroyed, there was a window of time where the pilot could be damaged or killed before the player fully had control over their character. With this change, D.Va can no longer be damaged by things like explosions or melee attacks before the player fully transitions control from the mech to the pilot.

    Ability-dva2 Boosters

    • Cooldown reduced from 4 to 3.5 seconds.

    Passive-D.Va Eject!

    • 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

    Ability-dva1 Fusion Cannons

    • Spread increased from 3.5 to 3.75

    Ability-dva2 Boosters

    • Damage reduced from 25 to 15

    Ability-dva6 Call Mech

    • Fixed in last update - Ultimate cost decreased by 12%
    Developer Comment: D.Va felt too deadly after the last round of changes given how resilient she can be with her improved Defense Matrix.

    Ability-dva2 Boosters

    • Impact damage increased from 10 to 25

    Ability-dva7 Micro Missiles

    • Cooldown reduced from 8 to 7 seconds

    Ability-dva6 Call Mech

    • Ultimate cost reduced by 12%
    Developer Comment: D.Va has been slightly underperforming in comparison to other tanks in 5v5. Increasing the damage on Boosters impact will add more weight to that “rush-in” moment for her, leaning into her strengths as a fast-moving engager who can push deep into the enemy lines.
    • Mech Armor increased from 200 to 300
    • Mech Health decreased from 450 to 350
    • Base Health increased from 300 to 450
    • Base Armor reduced from 300 to 200

    Ability-dva1 Fusion Cannons

    • Primary Fire movement penalty reduced from 50% to 40%
    • Weapon spread reduced from 4 to 3.5

    Overwatch 6v6
    Patch
    Description
    D.Va’s combined mobility, defensive tools, and health pool make her overly durable and difficult to punish. Reducing her base health increases opportunities to force her out of mech.

    Base Health reduced from 300 to 250. (6v6)

    • Total reduced from 600 to 550
    6v6 Hero Changes
    • Health reduced from 350 to 300.

    Ability-dva3 Defense Matrix

    • Recharge rate reduced by 15%.

    Ability-dva1 Fusion Cannons

    • Movement speed penalty reduced from 40% to 30%. (undocumented)
    • Base health increased from 225 to 350.
    • Base armor reduced from 325 to 300.

    Ability-dva1 Fusion Cannons

    • Weapon spread increased from 3.375 to 4 degrees.
    • Movement speed penalty increased from 30% to 40%.

    Ability-dva3 Defense Matrix

    • Maximum duration reduced from 3 to 2 seconds.

    Ability-dva2 Boosters

    • Cooldown increased from 3.5 to 4 seconds.

    Ability-dva7 Micro Missiles

    • Cooldown increased from 7 to 8 seconds.

    Overwatch Stadium
    Patch
    Description
    This change is part of an effort to reduce the use of Lava for gameplay clarity. With Ignition Burst shifting to a burn effect on Boosters, D.Va still retains her ability to deal damage and control space through mobility, while giving Lava a clearer home elsewhere. This keeps Booster oriented builds impactful without overlapping too heavily with other heroes’ signature mechanics.

    Ignition Burst Ignition Burst - Power

    • Redesigned: [Boosters] knockback applies burn that deals 60 damage over 3s.
    Developer Comments: D.Va’s early weapon power spike created by the low cost 20% weapon power epic was providing disproportionate efficiency compared to similar options. This allowed her to secure early eliminations too reliably and snowball matches ahead of curve. Additionally, her Facetanking builds offered above-average durability relative to other tanks. This update reduces both the efficiency of her early weapon power scaling and the overall survivability of Facetanking strategies to better align with intended balance.

    Facetanking Facetanking - Power

    • Healing decreased to 30% (Down from 40%).

    Multi-Task Mod Multi-Task Mod - Epic Weapon Hero Item

    • Weapon power decreased to 10% (Down from 20%).
    Developer Comments: D.Va's Defense Matrix and Tokki Slam builds have been overperforming compared to other tank options, giving her too much consistency across different situations. We are tuning both down slightly to bring their effectiveness more in line with other tanks, ensuring healthier balance and more diverse build choices.

    Tokki Slam Tokki Slam - Power

    • Decreased damage to 25% (Down from 30%).

    Facetanking Face Tanking - Power

    • Decreased healing to 40% (Down from 50%).
    Developer Comments: Micro Missile build has been delivering consistently high damage output, often exceeding expectations in both burst and sustained fights. This update tones down its effectiveness slightly to bring it more in line with other build options, while still preserving its core playstyle and impact.

    Countermeasures Countermeasures - Power

    • Increased damage required to mitigate to 150 (Up from 100).
    Developer Comments: D.Va has been having a tough time in early rounds, especially against beam-heavy heroes that counter her defensive tools. To address this, we're introducing a new hero item aimed at improving her effectiveness in those matchups. Additionally, her solo survivability has been lagging behind other tanks, so this patch includes improvements to help her stay in the fight longer and thrive even without immediate team support.

    Tokki Slam Tokki Slam - Power

    • Now the damage scales from both armor and shield combined.

    Facetanking Facetanking - Power

    • Increased healing scalar to 50% (up from 30%).

    Refraction Armor Refraction Armor - Normal Survival Hero Item

    • New Hero Item
    • +25 Armor
    • While you have Armor, gain 15% damage reduction against beams.
    • Cost: 2000
    Developer Comments: Tokki Slam was originally toned down due to its disruptive potential, but after observing its performance over a full season, it’s clear the impact was reduced a bit too much. We’re bringing some power back to the ability to give D.Va that big slam-dunk moment she deserves which is rewarding well-timed engages with satisfying payoff.

    Tokki Slam Tokki Slam - Power

    • Increased Tokki Slam's damage scalar to 30% (Up from 20%).
    Developer Comments: After a full season of play, it's clear that D.Va isn’t standing out as a top-tier tank pick in the current meta. While this update focuses on improving clarity and consistency, we’re keeping a close eye on her performance and have additional changes planned to help her hold her own against the fierce competition in Stadium.

    MEKA Punch 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 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 Nano Cola™ Nitrous - Epic Survival Hero Item

    • Increased health stat to 50 (up from 25).
    • Removed stat: health increase 5%.
    Developer Comments: D.Va's been having a hard time asserting space effectively, especially when trying to control key areas. Buffing Lava should help her create more threatening zones and discourage enemies from waltzing into her turf uninvited. As for Focused Fusion—the concept was solid, but in practice it struggled to keep up when enemies were practically doing laps around her. We're adjusting just a bit, so it doesn’t feel like D.Va brought a sniper rifle to a knife fight but still have the ability to hit enemies from near and far.

    Focused Fusion Focused Fusion - Power

    • Decreased Fusion Cannon spread to 50% (Down from 66%).

    Ignition Burst Ignition Burst - Power

    • Increased Lava damage to 80 (Up from 30).

    Vesuvius Protocol Vesuvius Protocol – Rare Ability Hero Item

    • Increased Lava damage to 80 (Up from 30).
    Developer Comments: D.Va has been struggling in matchups against beam-focused heroes like Zarya, where her defensive tools feel less effective. We're adding some synergy with Defense Matrix Powers/Items when using it to mitigate Beam damage. We're also adding some power to some of the builds that utilize her main defensive tool, Defense Matrix, in hopes to allow them to have a bit more flexibility and apply more pressure in team fights.

    Countermeasures Countermeasures – Power

    • Decreased mitigation requirement to 100 (down from 150).

    Mastermind's Mitigator Mastermind's Mitigator – Rare Ability Hero Item

    • Decreased damage mitigation requirement to 200 (down from 300).

    Stat Boost Stat Boost – Power

    • Increased Defense Matrix recovery rate to 125% (up from 100%).

    Ultrawide Matrix Ultrawide Matrix – Power

    • Defense Matrix duration increased to 25% (up from 20%).

    Multi-Task Mod Multi-Task Mod – Epic Weapon Hero Item

    • Increased Weapon Power to 20% (up from 10%).

    Singijeon's Pulse Plating Singijeon's Pulse Plating – Epic Survival Hero Item

    • Increased Ultimate Charge gain to 10% (up from 5%).

    Plot Armor Plot Armor – Rare Survival Hero Item

    • Damage reduced now gets counted as damage mitigated by Defense Matrix.
    Developer Comments: Nano Cola™ Nitrous has been making it too difficult for opponents to take down D.Va while out of her mech and allowing her to get her mech back consistently. These changes will help add some risk of being out of her mech back into her kit. Busan Blaster was allowing D.Va to get her mech back instantly, which was not the intention of this item's design.

    Nano Cola™ Nitrous 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 Busan Blaster – Epic Ability Hero Item

    • No longer generates Ultimate Charge.
    Developer Comments: We want to make sure that every Hero has answers to their potential counter so we're increasing D.Va's ability to combat Zarya’s beam damage.

    Plot Armor 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.

    Overwatch 1
    Patch
    Description

    Ability-dva6 Call Mech

    • 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.

    Ability-dva6 Call Mech

    • 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

    Ability-dva1 Fusion Cannons

    • Movement penalty reduced from 50 to 40%

    Ability-dva3 Defense Matrix

    • Cooldown reduced from 1.5 to 1 second

    Ability-dva7 Micro Missiles

    • 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

    Ability-dva2 Boosters

    • Cooldown increased from 3 to 4 seconds

    Ability-dva2 Boosters

    • 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.

    Ability-dva3 Defense Matrix

    • 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.

    Ability-dva3 Defense Matrix

    • 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.

    Ability-dva6 Call Mech

    • 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.

    Ability-dva3 Defense Matrix

    • 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.

    Ability-dva3 Defense Matrix

    • 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.

    Ability-dva7 Micro Missiles

    • Explosive damage reduced from 6 to 4

    Ability-dva2 Boosters

    • 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.

    Ability-dva2 Boosters

    • An option to manually hold down D.Va’s boosters rather than toggling them has been added under Options > Controls > D.Va

    Ability-dva7 Micro Missiles (New Ability)

    • 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

    Ability-dva3 Defense Matrix

    • Defense Matrix's resource meter will now deplete twice as quickly
    • Energy regeneration per second has been increased to 12.5% (formerly 10%)

    Ability-dva2 Boosters

    • 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.

    Ability-dva3 Defense Matrix

    • New sound effects and voice lines have been added, indicating when Defense Matrix has absorbed an enemy’s ultimate ability

    Ability-dva3 Defense Matrix

    • 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

    Ability-dva1 Fusion Cannons

    • 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.

    Ability-dva6 Call Mech

    • 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.

    Ability-dva3 Defense Matrix

    • 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.

    Ability-dva3 Defense Matrix

    • 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

    Ability-dva4 Self-Destruct

    • 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

    1. 2015-11-24, "I AM D.VA". 'Facebook. Accessed on 2016-05-18
    2. Michael Chu's Twitter
    3. Heroes of the Storm 2.0 – Hanamura Showdown
    4. 2017-1-26, Overwatch’s gamer girl hero inspires a feminist movement Polygon.com, accessed on 2017-1-27
    5. 2016-09-17, OVERWATCH: A WORLD FANS BUILT. IGN, accessed on 2016-09-18
    6. 2017-05-03, Latest 'Overwatch' Controversy Gives New Meaning To The Phrase Police Drama. Forbes, accessed on 2022-11-29
    7. Michael Chu's Twitter, Accessed on 2018-08-24
    8. PlayOverwatch Twitter
    9. D.Va (Archive), WCS. Accessed on 2015-11-12
    10. 2018-02-01, Michael Chu on Battle.net Battle.net forums. Accessed on 2018-02-01.
    11. 2016-10-17, BlizzCon In-Game Goodies: D.Va Announcer and Portrait! Battle.net, accessed on 2016-11-17
    12. 2017-06-29, NEW STATUE D.Va | Pre-Order Now! | Overwatch. YouTube, accessed on 2017-07-03
    13. 2017-08-22, Gamescom 2017 swag and more, including new Blizzard exclusives. Blizzard Watch, accessed on 2017-08-23
    14. 2017-11-22, Overwatch Hoodies. Blizzplanet, accessed on 2017-11-23
    15. 2020-02-24, Toy Fair NY 2020: Figma Overwatch Action Figures. Blizzplanet, accessed on 2020-04-10
    16. 2018-10-02, Blizzard teases new Overwatch LEGO sets. Shack News, accessed on 2018-10-08

    External links