overwatch

Hazard is an Initiator Tank hero in Overwatch. He was released in Season 14 on 10 December 2024, making him the 42nd hero to be added to the game.

Overview

Hazard Hero Selection

Hazard's cybernetics allow him to be a highly mobile tank focused on diving in and diving out. His cybernetics have a shotgun inbuilt into them, also powering his jump to be quite high. The Vanadium injection grants him the ability of a shield with being able to fire homing spikes onto nearby attackers. He can build Vanadium crystalline walls that also knock back and deal damage.

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.

Vault
SPACE
Hero-ability-circle
Vault
Type
Passive Ability
Effect Type
Movement Movement
Scale short walls and grab ledges.
Duration:
Up to 0.2 seconds
Movement speed:
6.33 m/s (vertical)
movement
Silenced by Hinder. An ability that grants the hero enhanced movement that ends prematurely when interrupted by Displace, Hacked, Hinder, Sleep, and Stun.

Additional details:
  • Wall Climb ends when the player stops holding the button, the wall ends or the duration is up. It cannot then be used again until the player has landed on a walkable surface.
    • Violent Leap resets wall climb.
  • Hazard will grab and mantle ledges over 0.4 seconds if the input is held while facing a ledge of a walkable surface.
    • This does not count as starting Wall Climb, and can be done even if Wall Climb was already used.
  • Can reach up to 5.7 meters from ground (6.5m with jump) due to momentum being kept.
  • The obstacle must be at least 1.25 meters tall to trigger Vault.
  • Hazard destroys fences and other breakables when climbing near them.

Keywords:
movement
Silenced by Hinder. An ability that grants the hero enhanced movement that ends prematurely when interrupted by Displace, Hacked, Hinder, Sleep, and Stun.

Weapons

Bonespur
Key mouse 1
Hero-ability-circle
Bonespur
Type
Weapon
Effect Type
Shotgun Shotgun (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.
Fire a burst of spikes.
Damage:
7.5 - 2.25 (per shot)
75 - 22.5 (per volley)
Falloff range:
15 - 35 meters
Headshot:
✓ (x2)
Rate of fire:
1.75 volleys/s
Shots per volley:
10
Ammo consumption:
1
Ammo:
8
Reload time:
1.75 seconds
Projectile speed:
140 m/s
Projectile radius:
0.05 meters
Spread:
0 degrees (center shot)
1.8 degrees (5 central shots)
3.5 degrees (4 corner shots)
critical
Deals 2x damage when hitting critical locations.
travel time
Projectile attacks and healing with travel time. Can be Negated.

Additional details:
  • Damage per second: 131.58 while firing (87.46 overall with reload)
  • Each blast's center projectile always launches straight without random variance.

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

Special Abilities

Spike Guard
Key mouse 2
Hero-ability-circle
Spike Guard
Type
Ability
Effect Type
Projectile Projectile
!
Partially 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.
Protect yourself from frontal damage. Firing homing spikes at nearby enemies and regenerating ammo.
Damage:
11.67 per projectile
210.06 maximum
Headshot:
Rate of fire:
6 shots/s
Shots per volley:
1 per enemy
Dmg. reduction:
-60% taken
Cast time:
0 + 0.29 seconds
Duration:
0.3 seconds (min)
3 seconds (max)
Radius:
7 meters (targeting)
View angle:
79 degrees (targeting)
180 degrees (dmg. reduction)
Height:
6 meters (targeting)
Mov. speed penalty:
-50%
Projectile speed:
20 m/s
Projectile radius:
0.14 meters
area of effect
Affects targets in an area.
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.
piercing
Ranged attacks and healing that can pierce heroes.
travel time
Projectile attacks and healing with travel time. Can be Negated.

Additional details:
  • Damage per second: 70
  • Resource meter recharges over 4.29 seconds.
  • Has a 0.75 second regen delay.
  • Can fire up to 18 shots per target over the full duration.
  • Spike Guard is a channeled ability; Hazard cannot use other abilities or fire while it is active and it is interrupted if he is stunned, knocked down or hacked.
    • The impact damage from the instance that applied an effect that interrupted Spike Guard will still be blocked.
    • Activating any other ability deactivates Spike Guard. If secondary fire is held, Spike Guard starts again when the previous ability finishes.
  • While active, periodically fires 1 missile at each enemy within the area, dealing damage to first enemy in their way.
    • Targets heroes and all objects, excluding barriers.
    • Enemies can be targeted through barriers, but barriers still will block projectiles trying to pass through them.
    • Ammo only regenerates while dealing damage to an enemy, including objects.
    • Piercing and Area of Effect keywords are misleading. Only the targeting has an "area of effect", and the produced projectiles do not pierce heroes, but can be blocked by other heroes on their way to the intended target.
  • Regenerates 1 ammo every 0.44 seconds, as long as you deal continuous damage to the target(s) for the 0.44s.
  • Damage is blocked if the horizontal angle between the direction Hazard is facing and the direction from the impact location to its source is less than 90 degrees.
    • Hazard's vertical view angle does not affect blocking or targeting.
    • Effectiveness extends to area abilities and splash damage from projectiles. Damage is generally blocked when facing the center of the AoE.
    • Spike Guard mitigates delayed or triggered detonation damage from sticky projectiles and debuffs, regardless of the direction Hazard is facing.
    • Does not affect damage over time effects from abilities.

Keywords:
area of effect
Affects targets in an area.
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.
piercing
Ranged attacks and healing that can pierce heroes.
travel time
Projectile attacks and healing with travel time. Can be Negated.

Violent Leap
LSHIFT
Hero-ability-circle
Violent Leap
Cooldown Icon
5.5 seconds
Type
Ability
Effect Type
Movement Movement
Melee Melee
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.
Lunge forward. Activate again to slash enemies, knocking them back.
Damage:
70 (slash)
Headshot:
Cast time:
0 + 0.18 seconds (leap)
0.05 + 0.5 seconds (slash)
Max. range:
14 meters (leap, aimed up) - 15 meters (leap, along ground)
5.4 meters (slash)
Movement speed:
18.6 m/s (aimed up) - 24 m/s (along ground)
9.4 m/s (slash hop)
Knockback speed:
12.3 m/s
evasive
Can pass through enemy heroes and does not block movement.
immobilize
Removes control of hero movement.
melee
A short range physical attack that can hit multiple enemies. Pierces Barriers and Negate Projectile. Blocked by Ignore Melee abilities.
strong movement
Silenced by Hinder.

Additional details:
  • Cooldown begins immediately upon use.
  • Enemy collision is disabled during leap
  • During leap, Hazard can slash by pressing the ability button again or Quick Melee.
  • There is a brief period after hitting ground where the slash can still be activated.
  • Being stunned or slept temporarily prevents the reactivation, but does not fully interrupt the ability.
  • Slashing gives Hazard a slight boost.
  • Hazard can use primary fire and all his other abilities while leaping.
    • Activating Downpour Downpour or starting to wall climb will interrupt the leap and prevent the slash followup, but firing or using other abilities do not.
  • Leap trajectory and distance can be adjusted with view angle and directional keys.

Keywords:
evasive
Can pass through enemy heroes and does not block movement.
immobilize
Removes control of hero movement.
melee
A short range physical attack that can hit multiple enemies. Pierces Barriers and Negate Projectile. Blocked by Ignore Melee abilities.
strong movement
Silenced by Hinder.

Jagged Wall
E
Hero-ability-circle
Jagged Wall
Cooldown Icon
12 seconds
Type
Ability
Effect Type
Projectile Projectile (initial)
!
Partially 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.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Launch a spiked wall that damages and knocks back nearby enemies.
Damage:
50
Headshot:
Health:
400
Cast time:
0.14 + 0.4 seconds
Duration:
10 seconds (projectile)
0.5 seconds (wall, min)
6 seconds (wall, max)
Max. range:
∞ (projectile)
5 meter length (wall)
Height:
3.5 meters
Width:
~3 meters
Knockback speed:
7.5 m/s
Projectile speed:
60 m/s
Projectile radius:
None
deployable
A non-player entity with a unique health pool.
fixed
This Deployable's damage is unaffected when Amp is applied to the owner.
immobilize
Removes control of hero movement.
travel time
Projectile attacks and healing with travel time. Can be Negated.

Additional details:
  • Cooldown begins as soon as it's fired.
  • The projectile will transform into a wall upon impacting the ground, ceiling, wall or a surface of another terrain-like object.
    • The projectile doesn't collide with enemy heroes.
    • Projectile can be blocked by barriers while in flight, but contact with the deployed wall cannot.
    • Projectile can be destroyed 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 while in flight, but contact with the deployed wall cannot be blocked.
    • If the object the wall is attached to is destroyed, Jagged Wall will be destroyed as well.
    • The deployed wall can be manually destroyed by pressing the ability button again.
  • Enemies that touch the wall take damage and are knocked back. Whenever an enemy is hit by the wall, there is a 1.75 second delay before they can be hit by it again.
  • Deployed Jagged Wall is a terrain-like object; it has collision and blocks line of sight.
    • On ground and ceiling surfaces, the wall will be oriented longer side facing the player. When deployed on wall surfaces, the top side will be facing away from the wall and the shorter side will be facing up as the new top surface.
    • The wall has a walkable top surface regardless of the orientation it was deployed in.
  • Hazard can use Vault on the wall, and touch a friendly wall without taking damage.
  • Wall cannot be damaged or destroyed by Ability Sombra EMP EMP.
  • Wall can be lifted by Petal Platform Icon Petal Platform if attached to it.
  • Unlike most other objects, Jagged Wall does not get crushed by Tree of Life Icon Tree of Life. The tree can be deployed on top of Jagged Wall or next to it but not in the same space.
  • Jagged Wall may prevent pillars from Ability-mei3 Ice Wall from rising if the latter is attempted to be deployed in the same space.

6v6 details:
  • Cooldown increased from 12 to 15 seconds

Keywords:
deployable
A non-player entity with a unique health pool.
fixed
This Deployable's damage is unaffected when Amp is applied to the owner.
immobilize
Removes control of hero movement.
travel time
Projectile attacks and healing with travel time. Can be Negated.

Ultimate Ability

Downpour
Q
Hero-ability-circle
Downpour
Ultimate Ready
2150
Type
Ultimate Ability
Effect Type
Projectile Projectile
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.
Rain down a torrent of spikes, Immobilizing enemies.
Damage:
90 over 0.3 seconds
Headshot:
Cast time:
0.59 + 0.3 seconds
Duration:
2.8 seconds (trap)
Max. range:
30 meters
Height:
30 meters
Width:
12.5 meters
area of effect
Affects targets in an area.
hinder
Silences Movement abilities.
immobilize
Removes control of hero movement.
reloads
Fully reloads the hero's weapon.
travel time
Projectile attacks and healing with travel time. Can be Negated.

Additional details:
  • Downpour's cast can be interrupted from being hit by crowd control during its startup.
  • Hazard loses 50% of his aerial momentum while casting Downpour.
  • A hitscan attack is fired from above each enemy in the area at an angle of 70°.
    • Targets can be hit by shots aimed at targets under them, causing them to block it and take the damage instead.
    • The area and spikes are not blocked by terrain.
    • The spikes can be blocked by barriers, destroyed by D.Va's Ability-dva3 Defense Matrix, Orisa's Ability JavelinSpin Javelin Spin, Sigma's Abilities-sigma3 Kinetic Grasp, Doomfist's Perk PowerMatrix Power Matrix, and Mizuki's ULT Kekkai Sancturary Kekkai Sanctuary and reflected by Genji's Ability-genji2 Deflect on the way down.
    • The initial animation, where Hazard fires the shots upwards, is only a visual effect and does not produce projectiles that can be interacted with in any way.
    • Also targets objects, excluding barriers.
  • Spikes start falling in front of Hazard 0.9 seconds after the startup finishes. The rain then extends away from Hazard, reaching the maximum range over 0.7 seconds.
  • Enemies hit by Downpour take damage and are rooted for 2.8 seconds.

Keywords:
area of effect
Affects targets in an area.
hinder
Silences Movement abilities.
immobilize
Removes control of hero movement.
reloads
Fully reloads the hero's weapon.
travel time
Projectile attacks and healing with travel time. Can be Negated.

Perks

Minor Perks

A Minor Perk is unlocked at level 2.

Deep Leap
Hero-ability-circle
Perk DeepLeap
Type
Minor Perk
Violent Leap’s range is increased by 15%.

    Anarchic Zeal
    Hero-ability-circle
    Perk AnarchicZeal
    Type
    Minor Perk
    Spike Guard’s spikes gain 30% Lifesteal.
    Healing:
    30% of damage dealt

    Additional details:
    • Healing per second: 21
    • Self-healing is not reduced by the global healing reduction passive.

    Major perks

    A Major Perk is unlocked at level 3.

    Reconstitution
    Hero-ability-circle
    Perk Reconstitution
    Type
    Major Perk
    Jagged Wall hits charge Spike Guard with 25 energy, up to 50 extra.

    Additional details:
    • Additional resource is drained before base resource.

    Explosive Impalements
    Hero-ability-circle
    Explosive Impalements
    Type
    Major Perk
    Bonespur hits mark targets with spikes. Quick Melee and Violent Leap's slash detonate them for 40 explosive damage.
    Damage:
    40
    Headshot:
    Duration:
    4 seconds (counter timeout)
    8 seconds (spike)

    Additional details:
    • A spike is created when the target has been hit by 14 pellets from Bonespur.
    • Multiple enemies can be marked at the same time, however each enemy can only have one mark at a time.

    Hero-specific options

    Jagged wall uses preplacement controls Off (default) Pressing jagged wall immediately fires the projectile.
    On Show an in-world indicator for jagged wall.
    Jagged wall preplacement confirmation input Primary fire (default) Pressing jagged wall shows the in-world indicator, pressing primary fire fires the projectile.
    Secondary fire Pressing jagged wall shows the in-world indicator, pressing secondary fire fires the projectile.
    Ability 2 press Pressing jagged wall shows the in-world indicator, pressing again fires the projectile.
    Ability 2 release Holding jagged wall shows the in-world indicator, releasing fires the projectile.
    Automatically climb walls Off (default) While facing a wall, hold Jump and Forward to wall climb.
    On While facing a wall, hold Forward while airborne to wall climb.
    Require a forward throttle to initiate wall climbing Off (default) You can only initiate a wallclimb by holding forward and jump
    On You can initiate a wallclimb by holding any direction and jump.

    Strategy

    This section is a stub section. You can help by adding any available information to this section.

    Match-Ups and Team Synergy

    When fighting Tanks, Hazard has "Matchups" ratings, ranging on a scale of 5 levels. This is because as a Tank, Hazard is focused on eliminating the DPS or Supports, with controlling and annoying the enemy tank being a secondary objective:

    When fighting DPS & Supports, Hazard has "Priority Targeting" & measures of "Risk" ranging on a scale of 5 levels. This is because these heroes are Hazard's main target options to fight. Only the Supports feature a listed measure of risk as nearly all of them can counteract Hazard very reliably with CC or other miscellaneous effects:

    Hazard's Synergies are also graded on a scale with 5 levels. Tank Synergies will not feature explicit gradings due to the nature of Role Lock restrictions:

    Tank

    New Tank Icon  Tank Matchups & Synergies
    Hero Match-Up Team Synergy
    Icon-D.Va
    D.Va
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    Icon-Domina
    Domina
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    Icon-Doomfist
    Doomfist
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    Icon-Hazard
    Hazard
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    MIRROR SYNERGY
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    Icon-Junker Queen
    Junker Queen
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    Icon-Mauga
    Mauga
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    Icon-Orisa
    Orisa
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    Icon-Ramattra
    Ramattra
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    Icon-Reinhardt
    Reinhardt
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    Icon-Roadhog
    Roadhog
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    Icon-Sigma
    Sigma
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    TBA SYNERGY
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    Icon-Winston
    Winston
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    TBA SYNERGY
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    Icon-Wrecking Ball
    Wrecking Ball
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    TBA SYNERGY
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    Icon-Zarya
    Zarya
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    TBA SYNERGY
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    Damage

    New Damage Icon  Damage Matchups & Synergies
    Hero Match-Up Team Synergy
    Icon-Anran
    Anran
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    Team synergy details with Anran are currently missing. You can help the Overwatch Wiki by adding them!
    Icon-ashe
    Ashe
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    TBA SYNERGY
    Team synergy details with Ashe are currently missing. You can help the Overwatch Wiki by adding them!
    Icon-Bastion
    Bastion
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    Icon-cassidy
    Cassidy
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    Icon-Echo
    Echo
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    TBA SYNERGY
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    Icon-Emre
    Emre
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    TBA SYNERGY
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    Icon-Freja
    Freja
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    Icon-Genji
    Genji
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    Icon-Hanzo
    Hanzo
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    Icon-Junkrat
    Junkrat
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    Icon-Mei
    Mei
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    Icon-Pharah
    Pharah
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    Icon-Reaper
    Reaper
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    Shion
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    Sojourn
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    Soldier: 76
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    Sombra
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    Symmetra
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    Tracer
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    Vendetta
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    Venture
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    Widowmaker
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    Support

    New Support Icon  Support Matchups & Synergies
    Hero Match-Up Team Synergy
    Icon-Ana
    Ana
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    Icon-Baptiste
    Baptiste
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    Icon-Brigitte
    Brigitte
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    Illari
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    Jetpack Cat
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    Juno
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    Kiriko
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    Lifeweaver
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    Lúcio
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    Mercy
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    Mizuki
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    Moira
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    Wuyang
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    Zenyatta
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    Map Strategies

    Control

    Control  Control Map Strategies
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    Control

    Overall Strategy

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    Antarctic Peninsula 1

     Antarctic Peninsula

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    Labs
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    Overwatch Busan

    South Korea Busan

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    Ilios

    Greece Ilios

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    Lijiang Tower loading screen

    China Lijiang Tower

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    Nepal loading screen

    Nepal Nepal

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    Oasis

    Iraq Oasis

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    Samoa beach

    Samoa Samoa

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    Escort

    Escort  Escort Map Strategies
    Map Strategy & Stage Tips
    Escort

    Overall Strategy

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    Monte Carlo

    Monaco Circuit Royal

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    Dorado-streets2

    Mexico Dorado

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    Havana

    Cuba 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

    Nepal Shambali Monastery

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    Gibraltar

    Gibraltar Watchpoint: Gibraltar

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    Hybrid

    Hybrid  Hybrid Map Strategies
    Map Strategy & Stage Tips
    Hybrid

    Overall Strategy

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    Blizzard World

    Blizzard World

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    Eichenwalde

    Germany Eichenwalde

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    Hollywood-set

    USA Hollywood

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    King's Row concept

    United Kingdom King's Row

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    MidtownLoading

    USA Midtown

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    Numbani Loading Screen

    Numbani

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    Paraíso pvp

    Brazil Paraíso

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    Push

    Push  Push Map Strategies
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    Push

    Overall Strategy

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    Colosseo (day)

    Italy Colosseo

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    PortugalPush

    Portugal Esperança

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    Toronto

    Canada New Queen Street

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    Runasapi 2

    Peru Runasapi

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    Flashpoint

    Flashpoint  Flashpoint Map Strategies
    Map Strategy & Stage Tips
    Flashpoint

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    Aatlis loading screen

    Morocco Aatlis

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    New Junk City

    Australia New Junk City

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    Junkyard
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    Bomb Flats
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    Suravasa

    India Suravasa

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    Palace
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    Temple
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    Ruins
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    Achievements

    Name Icon Description Reward
    A Wee Mindin'
    Spike Guard Deal 800 total damage with a single use of Spike Guard in Quick or Competitive Play.
    Spray Hazard Cute
    Cute
    When it Rains, it Pours
    Downpour Kill 3 enemies with a single use of Downpour in Quick or Competitive Play.
    Spray Hazard Pixel
    Pixel

    Trivia

    Development

    Early concept art

    Early concept art

    Early concept art

    Early concept art

    Early concept art

    Early concept art

    Early concept art

    Early concept art

    Hazard's aesthetic and concept art came from a blend of gameplay and narrative goals. Initially, the team envisioned him as a massive, beastly figure, really leaning into the power and presence his gameplay demanded. Hazard was snuck into a broader dev team playtest one day, and the reaction was so positive that it solidified Hazard as the Season 14 hero. From a narrative standpoint, Hazard's backstory mirrors that of the Overwatch setting itself, of growing up through hardship and obtaining "found family" (in Hazard's case, the Phreaks).[1]

    Reiterative concept

    Reiterative concept

    Initially starting with a cyberpunk, punk rock aesthetic, Hazard began as a monstrous and intimidating villain. Over time, his story and appearance was refined into a character who was still tough but has a rebellious charm; a mix of edginess paired with a protector’s heart. As Hazard’s art development refined his visuals, his backstory shifted too. The evolution from massive tank to charming rebel shaped his narrative, and he turned from a villainous figure to a hero. This shift also helped develop the Phreaks as a faction with strong ties to omnics. They have a focus on bodily autonomy and distinguished them from other groups in Overwatch lore. [1]

    Concept art of Hazard's cybernetic transformation

    Concept art of Hazard's cybernetic transformation

    Hazard's nature as an amputee was a key part of his character development. This was important for Team 4 to make sure that this was represented both aesthetically in his character design, and directly in the way his gameplay works. Although prior heroes had cybernetic prosthetics, the introduction of Hazard was seen internally as a turning point in how the developers would approach writing characters with disabilities moving forward, leaning deeper into the personal experiences and perspectives of each character rather than simply using their enhancements as visual dressing. His backstory was worked on by Jude Stacey, who used her own experience with chronic pain to develop his character. Angel Giuffria was later brought onboard as a disability consultant. One of the goals with Hazard was to make disabled individuals feel represented; the idea that there would be a place for them in a hopeful future.[5]

    Giuffria was interested in using Hazard to represent how cybernetics had developed in-universe. While real-world prosthetics are not as advanced as Overwatch cybernetics, Giuffria brought up questions such as "How long was he in the hospital?" and "What type of devices are we looking at at this point in time?" Stacey wrote Hazard to show that despite his prosthetics, he was happy and comfortable in his (cybernetic) body. While the story of Hazard being shafted by the military after losing his limbs is something that has real-world parallels, Hazard's more optimistic viewpoint and circumstance after joining the Phreaks was designed to sync with Overwatch's optimistic futurism.[5]

    It was decided to make Hazard a Scottish hero. By extension, the developers wanted to make him "distinctly Glaswegian," but wanted a voice actor from Glasgow itself. It was decided that if they couldn't do this, his backstory would be changed to come from somewhere else in Scotland. Conor McLeod was chosen as Hazard's voice actor. McLeod had local knowledge of Glasgow, which further shaped Hazard's character development as someone from Scotland.[5] Much of Hazard's design was kept under wraps during his audition, which let McLeod focus on interpreting the character authentically without being influenced by visuals.[2]

    When it came to developing Hazard's gameplay, one of the first elements were his spikes. As they developed his story, the developers thought about what the spikes were made of, which led to the idea of the vanadium at Oasis, which in turn led to the plot point of the vanadium granting Hazard greater control of his body.[5]

    Hazard was well received after his reveal, and quickly inspired fan art.[2]

    Hints

    Tank hero placeholder icon

    Tank hero placeholder icon

    Prior to his official reveal, there were numerous hints at Haz's existence:

    Removed abilities

    Off The Top
    Hero-ability-circle
    Perk OffTheTop
    Type
    Minor Perk
    Violent Leap’s Slash deals 50% more damage to enemies above 250 health.
    Damage:
    120
    Headshot:

    Additional details:
    • Removed in Season 18.
    • HP threshold is of the target's current total hit points. Heroes exactly at 250 HP do not take bonus damage.
    • The hit marker gains a slight yellow hue and plays a higher pitch sound when the bonus damage triggers.

    Videos

    Balance Change Logs

    For more information, see Patch Notes.

    Overwatch PvP
    Patch
    Description
    Hazard was originally placed in the Stalwart subrole to mitigate the impact of crowd control during engagements. Since the introduction of subroles, he has struggled in performance. Moving Hazard to the Initiator subrole better supports a more aggressive, sustain-focused playstyle.
    • Subrole moved from Stalwart to Initiator.
    With recent adjustments to Hazard’s block effectiveness, we’re restoring some of Jagged Wall’s previous strength. These changes make the Wall a more reliable option for both defensive and offensive pressure.

    Jagged Wall Jagged Wall

    • Knockback damage increased from 40 to 50.
    • Health increased from 350 to 400.
    With Hazard’s block now less reliable against burst damage, this change increases his mobility, allowing him to reposition and engage more effectively.

    Spike Guard Spike Guard

    • No longer prevents critical damage.

    Violent Leap Violent Leap

    • Cooldown reduced from 6 to 5.5 seconds.

    Perk AnarchicZeal Anarchic Zeal - Minor Perk

    • Lifesteal increased from 25% to 30%.

    Spike Guard Spike Guard - Secondary Ability

    • Damage reduction reduced from 65% to 60%.

    Violent Leap Violent Leap - Ability 1

    • Damage reduced from 80 to 70.
    Developer Comments: Jagged Wall was providing too much impact as a single ability, particularly in combination with the Reconstitution perk. Reducing its health and knockback damage lowers its overall value, while the Spike Guard change requires Hazard to be actively fighting to gain its ammo benefit.

    Spike Guard Spike Guard - Secondary Fire

    • Now only refills ammo while dealing damage to an enemy.

    Jagged Wall Jagged Wall - Ability 2

    • Knockback damage reduced from 50 to 40.
    • Health reduced from 400 to 350.

    Perk OffTheTop Off The Top - Minor Perk

    • Removed.

    Perk DeepLeap Deep Leap - Minor Perk

    • Changed to a Minor Perk.
    • Violent Leap's range is now only increased by 15% (down from 20%).

    Perk AnarchicZeal Anarchic Zeal - Minor Perk

    • Changed to a Minor Perk.
    • Spike Guard's spikes now only gain 25% lifesteal (down from 40%).

    Perk Reconstitution Reconstitution - Major Perk

    • Changed to a Major Perk.
    • Now drains additional resource before base resource.

    Explosive Impalements Explosive Impalements - Major Perk

    • New Major Perk
    • Bonespur hits mark targets with spikes. Quick Melee and Violent Leap's Slash detonate them for 40 explosive damage.
    Developer comments: Hazard's slower climbing fits his lumbering tank fantasy, but it was a point of friction when trying to chase down or escape from enemies, so we're speeding up how quickly he can vault over a ledge. Additionally, we're boosting Anarchic Zeal’s lifesteal as the current value wasn't effective enough.

    Vault Vault - Passive

    • Ledge climb animation time reduced from 0.6 to 0.4 seconds.

    Perk AnarchicZeal Anarchic Zeal - Major Perk

    • Spike Guard’s Lifesteal is increased from 25% to 40%.

    Perk OffTheTop Off The Top

    • Increase Leap Slash’s damage from 30% to 50%.
    Hero Perks

    Perk OffTheTop Off The Top

    • Violent Leap's Slash deals 30% more damage to enemies above 250 health.

    Perk Reconstitution Reconstitution

    • Jagged Wall hits charge Spike Guard with 25 energy, up to 50 extra.

    Perk AnarchicZeal Anarchic Zeal

    • Spike Guard's spikes gain 25% Lifesteal.

    Perk DeepLeap Deep Leap

    • Violent Leap's range is increased by 20%.
    Developer Comment: We’re finding our newest tank’s mobility to be a little too hazardous. By decreasing Violent Leap’s cooldown, Hazard will have to be more selective with how he dives into the opponent backlines.

    Violent Leap Violent Leap

    • Violent Leap cooldown increased from 5 to 6 seconds.

    Spike Guard Spike Guard

    • Damage reduction is reduced from 75% to 65%.
    • Duration reduced from 3.5 to 3 seconds.

    Downpour Downpour

    • Ultimate cost increased 13%.
    Developer Comment: The community feedback from Hazard’s trial has been largely positive, despite underperforming slightly. We’re adjusting his kit to increase the damage of his primary fire, making Bonespur more consistent and a reliable tool for finishing off enemies. Spike Guard protection sometimes felt inconsistent due to being used from a third-person perspective. To address this, we’ve widened the forward blocking angle, providing Hazard with more reliable protection. Additionally, the damage of Spike Guard has been slightly reduced to balance the increased Bonespur damage and protection radius. We’re also strengthening the Jagged Wall to make it more impactful, while increasing the time required to retrigger the knockback effect to minimize frustration from frequent knockbacks.

    Bonespur Bonespur

    • Damage per spike increased from 6.75 to 7.5.
    • Each volley’s center projectile no longer has a random launch spread and now always launches straight.

    Spike Guard Spike Guard

    • The angle of protection provided by Spike Guard increased from 104 degrees to 180 degrees.
    • Damage per second reduced from 75 to 70.

    Violent Leap Violent Leap

    • Post-slash recovery time for Primary Fire and Quick Melee increased from .3 seconds to .5 seconds.

    Jagged Wall Jagged Wall

    • Health increased from 350 to 400.
    • Knockback damage increased from 40 to 50.
    • Damage interval increased from 1.5 seconds per target to 1.75 seconds per target.

    Downpour Downpour

    • Airborne momentum lost by casting Downpour reduced from 90% to 50%.

    Vault Vault

    • Minimum obstacle height to trigger Vault reduced from 1.75 meters to 1.25 meters, which should allow Hazard to scale short obstacles more consistently.
    Early Trial
    • Tank Role
    • Not available in Competitive Play during the Hero Trial

    Bonespur Bonespur

    • Primary Fire
    • Fire a burst of spikes.

    Spike Guard Spike Guard

    • Secondary Fire
    • Protect yourself, firing homing spikes at nearby enemies. While active, reduce damage taken and regenerate ammo.

    Violent Leap Violent Leap

    • Ability 1
    • Lunge forward. Activate again to slash at enemies, knocking them back.

    Jagged Wall Jagged Wall

    • Ability 2
    • Launch a spiked wall that damages and knocks back nearby enemies.

    Downpour Downpour

    • Ultimate Ability
    • Rain down a torrent of spikes, immobilizing enemies.

    Vault Vault

    • Passive ability
    • Scale short walls and grab ledges.

    Overwatch 6v6
    Patch
    Description

    Spike Guard Spike Guard

    • Recharge time reduced from 6 to 5 seconds. (undocumented)

    Spike Guard Spike Guard

    • Duration reduced from 3.5 to 3 seconds.
    • Recharge time increased from 5 to 6 seconds.

    Jagged Wall Jagged Wall

    • Cooldown increased from 12 to 15 seconds.
    • Health increased from 400 to 500.

    Overwatch Stadium
    Patch
    Description
    We're lowering the ceiling and total resource that Hazard's Spike Guard oriented builds gain, so there's more windows of opportunity for counterplay.

    Off The Wall Off The Wall

    • Damage decreased from 60 to 40.

    Woof Woof! Woof Woof!

    • Extra [Spike Guard] Resource reduced from 30% to 15%.
    • [Violent Leap] Hit Bonus Energy decreased from 15% to 10%.

    Hit Me Again Hit Me Again

    • Movement Speed penalty reduction decreased from 90% reduced to 50% reduced.

    Phreak Foil Phreak Foil

    • Extra [Spike Guard] Resource bonus decreased from 50% to 25%.
    • [Jagged Wall] Hits Bonus Energy decreased from 25% to 15%.
    Hazard’s primary fire oriented powers weren’t keeping pace so Bonerot and Twin Fang are getting some extra bite to help him feel more threatening when he commits. On the other hand, Ability Power oriented builds were doing a little too much while being easy and cheap to build.

    Bonerot Bonerot - Power

    • Damage increased to 20 (Up from 10).

    Twin Fang Twin Fang - Power

    • Damage increased to 75% (Up from 65%).

    Touch-Up's Touch Up Touch-Up's Touch Up - Epic Ability Hero Item

    • Ability Power decreased to 5% (Down from 10%).
    • Spike Guard damage decreased to 20% (Down from 25%).
    • Duration decreased to 3s (Down from 5s).
    • Cost increased to 12000 (Up from 10000).

    Phreak Foil Phreak Foil - Epic Survival Hero Item

    • Cost increased to 12000 (Up from 10000).
    Hazard’s wall-focused powers were hitting a little too hard, dishing out big burst damage on top of strong zoning potential. We’ve reduced the knockback damage for both Off The Wall and Fortress to make the ability feel fairer to play against while keeping its area control and impact intact.

    Off The Wall Off The Wall - Power

    • Damage decreased to 60 (Down from 80).

    Fortress Fortress - Power

    • Damage decreased to 25 (Down from 40).
    • Added to the Stadium Hero Roster.

    Barbed Shot Barbed Shot – Power

    • Bonespur shots also fire 2 Spike Guard spikes at hit targets for 10 damage.

    Bonerot Bonerot - Power

    • Ammo gained from Spike Guard deals 10 extra damage. Spike guard ammo regeneration speed is increased by 25%.

    Hit Me Again Hit Me Again – Power

    • Each fired Spike Guard spike hit reduces Violent Leap’s cooldown by 0.1 seconds.
    • Spike Guard Movement Speed Penalty is reduced by 90%.

    Needle Storm Needle Storm – Power

    • Spike Guard now fires at all enemies in front of Hazard.

    Bunny Hop Bunny Hop – Power

    • Using Violent Leap without using Slash refunds 2 seconds of cooldown for Violent Leap and Jagged Wall.

    Slasher Slasher – Power

    • Violent Leap’s Slash shoots a piercing projectile that deals 80 damage, ignoring enemies within 10m.
    • Violent Leap damage gives 25% more Ultimate Charge.

    Twin Fang Twin Fang – Power

    • After using Violent Leap your next shot of Bonespur fires a free second shot for 65% damage.

    Woof Woof! Woof Woof! – Power

    • Each hit from Violent Leap charges Spike Guard with 15% bonus energy.
    • Gain 30% Extra Spike Guard Resource.

    Fortress Fortress – Power

    • Jagged Wall becomes 35% larger.
    • Jagged Wall knockback applies 40 additional damage.

    Juiced Juiced – Power

    • When Jagged Wall is spawned, heal all allies within 12 meters by 100 over 2 seconds.

    Off The Wall Off The Wall – Power

    • When Jagged Wall is spawned, knock back enemies within 8 meters afte 1.5 second for 80 damage.

    Bringin' the Pain Bringin' The Pain – Power

    • Downpour costs 20% less Ultimate Charge.
    • After using Downpour immediately reset all cooldowns and gain 25% Cooldown Reduction for 10 seconds.

    Calcium Efficiency Calcium Efficiency – Rare Weapon Hero Item

    • 5% Weapon Power.
    • Gain 15% Weapon Lifesteal for 5 seconds after reloading ammo or gaining ammo.
    • Cost: 4,000.

    Sharpsurge Sharpsurge – Epic Weapon Hero Item

    • 10% Weapon Power.
    • Dealing critical damage grants 1% Attack Speed for 3 seconds, stacking up to 25 times.
    • Cost: 11,000.

    Birdseye Blade Birdseye Blade – Rare Ability Hero Item

    • 10% Ability Power.
    • 5% Cooldown Reduction.
    • Violent Leap’s Slash deals 25% increased damage to airborne enemies.
    • Cost: 5,000.

    Skewer Bloom Skewer Bloom – Rare Ability Hero Item

    • 10% Ability Power.
    • 50% Spike Guard Range.
    • Cost: 5,500.

    Touch-Up's Touch Up Touch-Up's Touch Up – Epic Ability Hero Item

    • 10% Ability Power.
    • 5% Cooldown Reduction.
    • After Using Violent Leap, Spike Guard spikes deals 25% more damage for 5 seconds.
    • Cost: 10,000.

    Phreak Foil Phreak Foil – Epic Ability Hero Item

    • 15% Ability Power.
    • 10% Ability Lifesteal.
    • 50% Extra Spike Guard Resource.
    • Jagged Wall hits charge Spike Guard with 25% bonus energy.
    • Cost: 10,000.

    Boomslang's Blaster Boomslang's Blaster – Epic Ability Hero Item

    • 10% Ability Power.
    • 10% Ability Lifesteal.
    • Ability: Use Quick Melee during Spike Guard to immediately fire 5 spikes at targets. (10 second cooldown.)
    • Cost: 11,000.

    Home Turf Home Turf – Rare Survival Hero Item

    • 50 Health.
    • 50% Spike Guard Max Resource.
    • Each fired Spike Guard spike heals 0.3% Max Life per hit.
    • Cost: 4,000

    Spine Protector Spine Protector – Epic Survival Hero Item

    • 10% Weapon Power.
    • 5% Weapon Lifesteal.
    • Heal 2% of Max Life for each ammo reloaded using Spike Guard.
    • Cost: 10,000

    Susannah's Support Susannah's Support – Epic Survival Hero Item

    • 50 Health.
    • 65% Jagged Wall Health.
    • Jagged Wall heals Hazard for 10% of damage mitigated.
    • Cost: 11,000

    Blood Needle Blood Needle – Epic Survival Hero Item

    • 50 Health
    • 50% Spike Guard Max Resource
    • Each fired Spike Guard spike heals 0.3% Max Life per hit.
    • Cost: 11,000

    References

    1. 1.0 1.1 1.2 2024-11-22, ICYMI – Exploring Hazard’s Art, Backstory, and Gameplay. Blizzard Entertainment, accessed on 2024-11-27
    2. 2.0 2.1 2.2 Cite error: Invalid <ref> tag; no text was provided for refs named PhreaksFound
    3. 2024-12-06, 『オーバーウォッチ2』新タンク“ハザード”参戦のシーズン14が12月11日開幕。新たなヒーローはまさかの関西弁。初代『OW』6対6ロールキューが期間限定で復活. Famitsu, accessed on 2025-02-11
    4. Overwatch 2, Hazard Quotes
    5. 5.0 5.1 5.2 5.3 2025-04-02, How ‘Overwatch’ Is Pioneering Disabled Representation in Gaming. Rolling Stone, accessed on 2025-04-08
    6. 2023-11-05, Complete Blizzcon 2023 Summary. Reddit, accessed on 2023-11-05
    7. 2024-07-14, Theory: New Overwatch Tank is a genetically engineered toad named Hazmat.. Reddit, accessed on 2024-07-19
    8. 2024-10-10, Overwatch 2 Is Getting A Scottish Hero And It’s All I’ve Ever Wanted. Forbes, accessed on 2024-10-13