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.
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Main Menu
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Key Art
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3D Portrait
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2D Portrait
Abilities
Passive Abilities
- Ultimate charge and perk progress generation from damage and healing dealt to heroes with the Role: Tank passive is reduced by 40%.
- All tanks have 150 more health in Role Queue. The amount of armor and/or shields remains the same.
- No longer grants increased base health.
- Ultimate charge generation reduction reduced from 40% to 20%.
- Triggers when using certain movement abilities:
- Winston: Jump Pack
- D.Va: Boosters
- Hazard: Violent Leap
- Wrecking Ball: Grappling Claw (with fireball)
- Doomfist: Rocket Punch
- Lasts for 1 second with a 5 second cooldown. This is seperate from the cooldown of the ability.
- Once triggered, all 50 healing will be granted, even if the hero takes damage mid-heal.
- The passive doesn't activate if the hero is full health.
- 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.
Weapons
75 - 22.5 (per volley)
1.8 degrees (5 central shots)
3.5 degrees (4 corner shots)
- Damage per second: 131.58 while firing (87.46 overall with reload)
- Each blast's center projectile always launches straight without random variance.
Special Abilities
210.06 maximum
3 seconds (max)
180 degrees (dmg. reduction)
- 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.
- Damage from Dragonstrike and Molten Core is blocked regardless of facing direction.
- Does not reduce damage from Sombra's EMP or Sigma's Gravitic Flux (incl. both lift and slam).
- Spike Guard mitigates delayed or triggered detonation damage from sticky projectiles and debuffs, regardless of the direction Hazard is facing.
- Following abilities are affected: A-36 Tactical Grenade, Sticky Bombs, Pulse Bomb and Captive Sun.
- Does not affect damage over time effects from abilities.
Melee
0.05 + 0.5 seconds (slash)
5.4 meters (slash)
9.4 m/s (slash hop)
- 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 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.
0.5 seconds (wall, min)
6 seconds (wall, max)
5 meter length (wall)
- 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 Defense Matrix, Kinetic Grasp, Javelin Spin, Power Matrix and Kekkai Sanctuary and reflected by 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 EMP.
- Wall can be lifted by Petal Platform if attached to it.
- Unlike most other objects, Jagged Wall does not get crushed by 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 Ice Wall from rising if the latter is attempted to be deployed in the same space.
- Cooldown increased from 12 to 15 seconds
Ultimate Ability
Area of effect
- 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 Defense Matrix, Orisa's Javelin Spin, Sigma's Kinetic Grasp, Doomfist's Power Matrix, and Mizuki's Kekkai Sanctuary and reflected by Genji's 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.
Perks
Minor Perks
A Minor Perk is unlocked at level 2.
- 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.
- Additional resource is drained before base resource.
8 seconds (spike)
- 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:
- Very Strong Vs. | Strong Vs. | Even/Neutral Vs. | Weak Vs. | Very Weak Vs.
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:
- Extremely High Priority | High Priority | Medium Priority | Low Priority | Very Low Priority
- Extreme Risk | High Risk | Medium Risk | Low Risk | Very Low Risk
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:
- Exceptional Synergy | Strong Synergy | Good Synergy | Ok Synergy | Weak Synergy
Tank
| Hero | Match-Up | Team Synergy |
|---|---|---|
D.Va |
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Domina |
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Doomfist |
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Hazard |
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MIRROR SYNERGY
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Junker Queen |
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Mauga |
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Orisa |
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Ramattra |
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Reinhardt |
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Roadhog |
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Sigma |
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Winston |
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Wrecking Ball |
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Zarya |
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Damage
| Hero | Match-Up | Team Synergy |
|---|---|---|
Anran |
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Ashe |
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Bastion |
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Cassidy |
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Echo |
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Emre |
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Freja |
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Genji |
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Hanzo |
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Junkrat |
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Mei |
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Pharah |
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Reaper |
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Shion |
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Sierra |
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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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Torbjörn |
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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
| Hero | Match-Up | Team Synergy |
|---|---|---|
Ana |
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Baptiste |
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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
Escort
Hybrid
Push
Flashpoint
Achievements
| Name | Icon | Description | Reward |
|---|---|---|---|
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Deal 800 total damage with a single use of Spike Guard in Quick or Competitive Play. | ![]() | |
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Kill 3 enemies with a single use of Downpour in Quick or Competitive Play. |
Trivia
- In the Polish version of Overwatch, Hazard speaks in a Silesian ethnolect. (Polish: Etnolekt śląski, ślōnskŏ gŏdka).
- In the Japanese version of Overwatch, Hazard speaks in a Kansai dialect. (Japanese: 関西弁・関西方言, Kansai-ben, Kansai hōgen).
- Hazard's favorite animal is the unicorn.[4] Out-of-universe, this is a possible reference to his Scottish origins, as the unicorn is Scotland's national animal.
Development
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
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
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
Prior to his official reveal, there were numerous hints at Haz's existence:
- At BlizzCon 2023, a placeholder icon of an unreleased Tank hero could be seen in preview footage.[6] This is presumably Haz, though the imagery differs significantly.
- In July 2024, datamined lines pointed to the existence of a hero named "Harriet Oris" and/or "Haz."[7]
- In the trailer for Season 13, there was a hint at a hero associated with the Phreaks.[8]
Removed abilities
- 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.
- Subrole moved from Stalwart to Initiator.
- Knockback damage increased from 40 to 50.
- Health increased from 350 to 400.
- No longer prevents critical damage.
- Cooldown reduced from 6 to 5.5 seconds.
Anarchic Zeal - Minor Perk
- Lifesteal increased from 25% to 30%.
Spike Guard - Secondary Ability
- Damage reduction reduced from 65% to 60%.
Violent Leap - Ability 1
- Damage reduced from 80 to 70.
Spike Guard - Secondary Fire
- Now only refills ammo while dealing damage to an enemy.
Jagged Wall - Ability 2
- Knockback damage reduced from 50 to 40.
- Health reduced from 400 to 350.
Off The Top - Minor Perk
- Removed.
Deep Leap - Minor Perk
- Changed to a Minor Perk.
- Violent Leap's range is now only increased by 15% (down from 20%).
Anarchic Zeal - Minor Perk
- Changed to a Minor Perk.
- Spike Guard's spikes now only gain 25% lifesteal (down from 40%).
Reconstitution - Major Perk
- Changed to a Major Perk.
- Now drains additional resource before base resource.
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.
Vault - Passive
- Ledge climb animation time reduced from 0.6 to 0.4 seconds.
Anarchic Zeal - Major Perk
- Spike Guard’s Lifesteal is increased from 25% to 40%.
- Increase Leap Slash’s damage from 30% to 50%.
- Hero Perks
- Violent Leap's Slash deals 30% more damage to enemies above 250 health.
- Jagged Wall hits charge Spike Guard with 25 energy, up to 50 extra.
- Spike Guard's spikes gain 25% Lifesteal.
- Violent Leap's range is increased by 20%.
- Violent Leap cooldown increased from 5 to 6 seconds.
- Damage reduction is reduced from 75% to 65%.
- Duration reduced from 3.5 to 3 seconds.
- Ultimate cost increased 13%.
- 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.
- The angle of protection provided by Spike Guard increased from 104 degrees to 180 degrees.
- Damage per second reduced from 75 to 70.
- Post-slash recovery time for Primary Fire and Quick Melee increased from .3 seconds to .5 seconds.
- 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.
- Airborne momentum lost by casting Downpour reduced from 90% to 50%.
- 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
- Primary Fire
- Fire a burst of spikes.
- Secondary Fire
- Protect yourself, firing homing spikes at nearby enemies. While active, reduce damage taken and regenerate ammo.
- Ability 1
- Lunge forward. Activate again to slash at enemies, knocking them back.
- Ability 2
- Launch a spiked wall that damages and knocks back nearby enemies.
- Ultimate Ability
- Rain down a torrent of spikes, immobilizing enemies.
- Passive ability
- Scale short walls and grab ledges.
- Recharge time reduced from 6 to 5 seconds. (undocumented)
- Duration reduced from 3.5 to 3 seconds.
- Recharge time increased from 5 to 6 seconds.
- Cooldown increased from 12 to 15 seconds.
- Health increased from 400 to 500.
- Damage decreased from 60 to 40.
- Extra [Spike Guard] Resource reduced from 30% to 15%.
- [Violent Leap] Hit Bonus Energy decreased from 15% to 10%.
- Movement Speed penalty reduction decreased from 90% reduced to 50% reduced.
- Extra [Spike Guard] Resource bonus decreased from 50% to 25%.
- [Jagged Wall] Hits Bonus Energy decreased from 25% to 15%.
Bonerot - Power
- Damage increased to 20 (Up from 10).
Twin Fang - Power
- Damage increased to 75% (Up from 65%).
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 - Epic Survival Hero Item
- Cost increased to 12000 (Up from 10000).
Off The Wall - Power
- Damage decreased to 60 (Down from 80).
Fortress - Power
- Damage decreased to 25 (Down from 40).
- Added to the Stadium Hero Roster.
Barbed Shot – Power
- Bonespur shots also fire 2 Spike Guard spikes at hit targets for 10 damage.
Bonerot - Power
- Ammo gained from Spike Guard deals 10 extra damage. Spike guard ammo regeneration speed is increased by 25%.
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 – Power
- Spike Guard now fires at all enemies in front of Hazard.
Bunny Hop – Power
- Using Violent Leap without using Slash refunds 2 seconds of cooldown for Violent Leap and Jagged Wall.
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 – Power
- After using Violent Leap your next shot of Bonespur fires a free second shot for 65% damage.
Woof Woof! – Power
- Each hit from Violent Leap charges Spike Guard with 15% bonus energy.
- Gain 30% Extra Spike Guard Resource.
Fortress – Power
- Jagged Wall becomes 35% larger.
- Jagged Wall knockback applies 40 additional damage.
Juiced – Power
- When Jagged Wall is spawned, heal all allies within 12 meters by 100 over 2 seconds.
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 – Power
- Downpour costs 20% less Ultimate Charge.
- After using Downpour immediately reset all cooldowns and gain 25% Cooldown Reduction for 10 seconds.
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 – 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 – 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 – Rare Ability Hero Item
- 10% Ability Power.
- 50% Spike Guard Range.
- Cost: 5,500.
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 – 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 – 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 – 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 – 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 – Epic Survival Hero Item
- 50 Health.
- 65% Jagged Wall Health.
- Jagged Wall heals Hazard for 10% of damage mitigated.
- Cost: 11,000
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
- ↑ 1.0 1.1 1.2 2024-11-22, ICYMI – Exploring Hazard’s Art, Backstory, and Gameplay. Blizzard Entertainment, accessed on 2024-11-27
- ↑ 2.0 2.1 2.2 Cite error: Invalid
<ref>tag; no text was provided for refs namedPhreaksFound - ↑ 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
- ↑ Overwatch 2, Hazard Quotes
- ↑ 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
- ↑ 2023-11-05, Complete Blizzcon 2023 Summary. Reddit, accessed on 2023-11-05
- ↑ 2024-07-14, Theory: New Overwatch Tank is a genetically engineered toad named Hazmat.. Reddit, accessed on 2024-07-19
- ↑ 2024-10-10, Overwatch 2 Is Getting A Scottish Hero And It’s All I’ve Ever Wanted. Forbes, accessed on 2024-10-13
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Bruiser |
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Initiator |
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Stalwart |
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Damage |
Flanker |
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Recon |
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Sharpshooter |
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Support |
Medic |
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Survivor |
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