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Reinhardt is a Stalwart Tank hero in Overwatch. He is one of the 21 heroes included in the game's release on 24 May 2016.

Overview

Reinhardt Hero Selection

Clad in powered armor and swinging his hammer, Reinhardt leads a rocket-propelled charge across the battleground and defends his squadmates with a massive energy barrier.

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: Stalwart
Hero-ability-circle
Sub-Role Tank Stalwart Circle
Type
Passive Ability
Reduces knockbacks and slows received.
Movement slow:
-40% received
Knockback Mod.:
-40% received

Additional details:
  • Reduces the speed of knockback and the effectiveness of slowdown effects received by 40%.

Weapons

Rocket Hammer
Key mouse 1
Hero-ability-circle
Ability-reinhardt1
Type
Weapon
Effect Type
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.
Devastating melee weapon.
Damage:
100
Headshot:
Rate of fire:
1.04 shots/s
Cast time:
0.4 + 0.5 seconds
Duration:
0.208 seconds (hitbox active)
Max. range:
4 meters
melee
A short range physical attack that can hit multiple enemies. Pierces Barriers and Negate Projectile. Blocked by Ignore Melee abilities.
Reinhardt’s Rocket Hammer is an exemplary melee weapon, able to deal punishing damage in a wide arc with every swing.

Additional details:
  • Damage per second: ~104 while swinging
  • Reinhard does not have a quick melee attack. Attempting to use it swings the Rocket Hammer instead.
  • Rocket Hammer knocks back enemies in the direction of the swing.
  • The direction of consecutive swings alternates, starting counter-clockwise.
  • Activating Ability-reinhardt4 Fire Strike, Ability-reinhardt2 Barrier Field, Ability-reinhardt3 Charge or Ability-reinhardt5 Earthshatter interrupts the swing animation.
  • The hitbox of the swings lingers slightly longer at the end position of the hammer.
  • Rocket Hammer is not reflected when blocked by Ability-genji2 Deflect.

Keywords:
melee
A short range physical attack that can hit multiple enemies. Pierces Barriers and Negate Projectile. Blocked by Ignore Melee abilities.

Example video:

Special Abilities

Barrier Field
Key mouse 2
Hero-ability-circle
Ability-reinhardt2
Cooldown Icon
5 seconds (destroyed)
Type
Ability
Hold Key mouse 2 to deploy a frontal energy barrier.
Barrier health:
1500
Cast time:
0.1 + 0.29 seconds
Height:
4.25 meters
Width:
6.8 meters
Mov. speed penalty:
-30%
barrier
A physical construct with health that absorbs most ranged attacks and abilities but does not block hero movement. Pierced by Melee.
channeled
A continuous action that ends prematurely when interrupted by Displace, Hacked, Sleep, or Stun.
deployable
A non-player entity with a unique health pool.
Reinhardt projects a broad, forward-facing energy shield, which can absorb substantial damage before it is destroyed. Though Reinhardt can protect himself and his companions behind the shield, he cannot attack while sustaining it.

Additional details:
  • Using Ability-reinhardt4 Fire Strike, Ability-reinhardt3 Charge or Ability-reinhardt5 Earthshatter automatically puts down the barrier to cast the ability. To use Rocket Hammer, the barrier must be first manually released.
  • Barrier health regenerates at a rate of 150 per second after being down for 2 seconds.
  • Barrier Field is a channeled ability, If Reinhardt is hacked, slept, stunned and knocked down, it will be released.
    • Holding secondary fire also raises back the barrier automatically when the cast resolves if Fire Strike or Earthshatter was used.
  • The center of shield relative to Reinhard is shifted ~0.075 m to the left.
  • Changing the direction of the character's gaze (and hence the shield zone) takes time. It takes ~0.14 seconds to be able block something what was exactly behind you.
  • By holding the primary fire key, Reinhardt can look around at his surroundings without turning.
  • The barrier cracks once at 50% and again at 25%. At 20%, Reinhardt will say his barrier is failing.

6v6 details:
  • Shield health increased from 1500 to 1800.

Keywords:
barrier
A physical construct with health that absorbs most ranged attacks and abilities but does not block hero movement. Pierced by Melee.
channeled
A continuous action that ends prematurely when interrupted by Displace, Hacked, Sleep, or Stun.
deployable
A non-player entity with a unique health pool.

Example video:

Charge
LSHIFT
Hero-ability-circle
Ability-reinhardt3
Cooldown Icon
7 seconds
Type
Ability
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.
Charge forward and smash an enemy against a wall.
Damage:
300 (pinned to wall)
50 (collision w/out pin)
Headshot:
Cast time:
0.6 + 0.5 seconds (wall impact)
0.6 + 0.1 seconds (canceled)
Duration:
3 seconds (charge, max)
0.3 seconds (charge, min)
0.65 seconds (stun on wall hit)
Max. range:
50.2 meters
Mov. speed buff:
+200%
Knockback speed:
31.6 m/s (indirect hit)
11.2 m/s (canceled pin)
break
Removes Tether effects.
collide
When two abilities with this property clash, both heroes suffer Knockdown.
displace
Prevents a hero from taking actions while moving them, interrupts Channeled abilities, and is not Cleansable.
evasive
Can pass through enemy heroes that aren't Unstoppable and does not block movement.
movement
Silenced by Hinder. An ability that grants the hero enhanced movement that ends prematurely when interrupted by Displace, Hacked, Hinder, Sleep, and Stun.
Reinhardt charges forth in a straight line, grabbing hold of enemies in his path. If he collides with a wall, foes he’s carrying suffer extreme damage.

Additional details:
  • Reinhardt can cancel the charge by pressing the ability button again.
  • Reinhardt can turn while charging but his control is reduced.
  • If Charge directly collides with an enemy, that enemy is "pinned" (stunned), and if they hit a wall, the pinned target takes the wall hit damage. If Charge ends before hitting a wall, no damage is inflicted, but the target will remain stunned for an additional 0.65 seconds. Only 1 enemy can be pinned at a time.
  • If Charge indirectly collides with an enemy, or if there is already a target pinned, the enemy is knocked away and takes 50 damage.
  • Colliding with any immovable entity, such as Orisa during Ability Orisa Fortify Fortify or Overrun icon Overrun, is also treated as a wall impact.
    • Colliding with deployables is also treated as a wall impact, but also deals half of Reinhardt's pin damage to the deployable.
      • Charging into Illari's healing pylon disables it for a short time.
  • Abilities that make the target phased out, like Protection Suzu Icon Protection Suzu or Ability-reaper2 Wraith Form, can prevent a target from being pinned, but once hit the effect can only be removed by Life Grip Icon Life Grip.
  • Abilities that make the target invincible, like Ability-zarya3 Projected Barrier or Ability-zenyatta4 Transcendence, do not prevent or remove the pinned effect, but can prevent the target from taking damage.
  • If Charge collides with Rocket punch Rocket Punch, Shield Bash Shield Bash, a charging Ability-ashe4 B.O.B., or another Ability-reinhardt3 Charge, both participants get knocked down for 1.7 seconds. Any pinned targets will be damaged as if they hit a wall.
  • Charge can break tether effects (except Cage Fight icon Cage Fight because it disables movement abilities).
  • Reinhardt's visible character model is shifted to the right in the Charge animation, causing his left shoulder, rather than the middle of his body, to be the center of his hitbox. Due to this disparity, players should focus on the crosshair position over the character model when aiming.
    • Tl;dr: Left shoulder pins, right shoulder boops
  • Charge's movement speed buff does not count towards global movement speed buff cap.

6v6 details:
  • Cooldown increased from 7 to 10 seconds.

Keywords:
break
Removes Tether effects.
collide
When two abilities with this property clash, both heroes suffer Knockdown.
displace
Prevents a hero from taking actions while moving them, interrupts Channeled abilities, and is not Cleansable.
evasive
Can pass through enemy heroes that aren't Unstoppable and does not block movement.
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:

Fire Strike
E
Hero-ability-circle
Ability-reinhardt4
Cooldown Icon
6 seconds,
2 charges
Type
Ability
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.
Launch a fiery projectile.
Damage:
120
Headshot:
Cast time:
0.5 + 0.45 seconds
Projectile speed:
30 m/s
Projectile radius:
0.85 meters
barrier piercing
Pierces Barriers and heroes.
travel time
Projectile attacks and healing with travel time. Can be Negated.
By whipping his Rocket Hammer forward, Reinhardt slings a flaming projectile which pierces and damages any enemies it touches.

Additional details:
  • Fire Strike stops if it collides with terrain or a terrain-like object, like Ability-mei3 Ice Wall.
    • Pierces barriers, enemies, and other damageable entities.
    • Collision against walls is checked against the center of the projectile.

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

Keywords:
barrier piercing
Pierces Barriers and heroes.
travel time
Projectile attacks and healing with travel time. Can be Negated.

Example video:

Ultimate Ability

Earthshatter
Q
Hero-ability-circle
Ability-reinhardt5
Ultimate Ready
1960
Type
Ultimate Ability
Effect Type
Shockwave Shockwave
Knock down all enemies in front of you.
Damage:
50 (base)
200 (critical)
Headshot:
Cast time:
0.4 + 0.5 seconds
Duration:
3 seconds (knockdown)
Radius:
1.5 meters (critical)
25 meters (max)
View angle:
50 degrees
Height:
1.8 meters (shockwave)
1.8 meters (climb/drop)
Projectile speed:
40 m/s
ability critical
Deals bonus damage in an Area of Effect or under specific conditions. Ignores Critical Immune.
knockdown
A Stun that cannot be Cleansed. Knocked down targets do not block movement.
shockwave
Travels along the ground and can climb or drop in height. Blocked by barriers.
Reinhardt forcefully slams his rocket hammer into the ground, knocking down and damaging all enemies in front of him.

Additional details:
  • Requires line of sight.
    • Earthshatter will be stopped by barriers, even if the damage from Earthshatter breaks the barrier.
  • Earthshatter has a small amount of vertical height (1.77 meters), allowing it to affect enemies in the air.
    • This distance is calculated as the difference between the height of the enemy and the height of the surface over them.
    • By jumping off the payload at the right time, you can usually gain enough height to avoid being hit.
  • Earthshatter is a channeled ability and it is interrupted by becoming hacked, stunned or knocked down.
  • Earthshatter deals an additional 150 damage within 1.75m of the impact area. This counts as a critical hit.
  • While casting Earthshatter Reinhardt ingnores collision with other heroes.
  • If Reinhardt is/becomes airborne while casting Earthshatter, the cast will not finish until he hits the ground.
  • Reinhardt is unaffected by Ability-zarya4 Graviton Surge while casting Earthshatter.
  • Life Grip Icon Life Grip cannot be used on Reinhardt while he is casting Earthshatter. Activating Earthshatter will also interrupt an active pull.

Keywords:
ability critical
Deals bonus damage in an Area of Effect or under specific conditions. Ignores Critical Immune.
knockdown
A Stun that cannot be Cleansed. Knocked down targets do not block movement.
shockwave
Travels along the ground and can climb or drop in height. Blocked by barriers.

Example video:

Perks

Minor Perks

A Minor Perk can be chosen at level 2.

Crusader's Fire
Hero-ability-circle
Crusader's Fire
Type
Minor Perk
Refund a charge of Fire Strike When you stun an enemy, overfilling up to 3.

Additional details:
  • The 3rd fire strike charge persists after dying.

Crusader's Resolve
Hero-ability-circle
Perk CrusadersResolve
Type
Minor Perk
While using Barrier Field, your passive health regeneration triggers 75% sooner.

Additional details:
  • Removed in Season 18, Re-added Reign of Talon Season 1: Conquest
  • It is the first removed perk to be re-added

Major perks

A Major Perk can be chosen at level 3.

Shield Slam
Key mouse 2
Key mouse 1
Hero-ability-circle
Perk ShieldSlam
Cooldown Icon
6 seconds
Type
Major Perk
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.
While Barrier Field is active, use Primary Fire to damage and knockback enemies.
Damage:
50
Headshot:
Max. range:
5.52 meters (dash)
3.6 meters (hitbox)
Movement speed:
17.6 m/s
Knockback speed:
12.5 m/s

Additional details:
  • Can be used while airborne.
  • The hitbox is blocked by enemy barriers, however it is possible to hit "through" them if the origin of the hitbox, i.e. your barrier, travels past theirs.
  • Shield Slam does not have the stalemate behavior, where colliding with other charging abilities, like Ability-reinhardt3 Charge and Shield Bash Shield Bash, causes a knockdown.

Ignited Fury
Hero-ability-circle
Ignited Fury
Type
Major Perk
For each enemy you hit with Fire Strike, gain 2 seconds of 25% increased attack speed.

Additional details:
  • Additional hits from new casts of Fire Strike will stack with the duration from the first cast.

Hero-specific options

Setting name Options Description
Toggle Barrier Field Off (default) Barrier Field deactivates when player stops holding the button.
On Barrier Field deactivates when player presses the button again.
Hold to use Charge Off (default) Charge deactivates when player presses the button again.
On Charge deactivates when player stops holding the button.
Movement relative to camera during barrier free look On (default) Movement during free look (hold Primary Fire during barrier) is relative to the camera's facing direction.
Off Movement is relative to Reinhardt's facing direction.
Relative aim sensitivity during Barrier Field 0% ... 500% (default: 100%) Multiplier to base aim sensitivity during Barrier Field.
Charge cancel input Ability 1 (default) Charge deactivates when player presses the Ability 1 button only.
All Charge deactivates when player presses Ability 1, Primary Fire or Secondary Fire.
Primary Fire Charge deactivates when player presses Primary Fire only.
Secondary Fire Charge deactivates when player presses Secondary Fire only.
Hide Charge cancel text Off (default) Cancel text UI element is displayed to the left of the crosshair.
On Cancel text UI element is hidden.

Stadium

Reinhardt is a playable hero in Stadium game mode. See Reinhardt/Stadium for a list of hero-specific Items and Powers.

Strategy

Reinhardt is the sturdiest of the Tanks, boasting high base Health and a massive barrier that allows him to protect himself and his team from harm. While largely defense-oriented, Reinhardt can be a deadly offensive threat as well thanks to the high damage of his Rocket Hammer and ability to crush enemies against a wall with Charge. The price he pays for all of this is that he is almost solely restricted to fighting at short range, having only a single, infrequent ranged attack.

Weapons & Abilities

  • Ability-reinhardt1 Rocket Hammer: Reinhardt's primary weapon. Pressing the primary fire button causes Reinhardt to swing the hammer, dealing damage to all enemies in a cone in front of Reinhardt.
    • The damage from this hammer is significant, so don't be afraid to start swinging when close to an enemy. Look for opportunities where you can hit more than one enemy with the Rocket Hammer to maximize its effectiveness.
    • Due to the lingering hitbox, Rocket Hammer can be swung in 360 degrees by rotating Reinhardt mid-attack, striking everyone in a 10 meter diameter rather than a 5 meter cone.
    • Although this is a melee weapon, the range is greater than a normal quick melee attack. Reinhardt does not have a normal quick melee attack like other heroes.
    • Rocket Hammer is strong enough to knock enemies back depending on which direction the hammer is being swung, especially when they are airborne. This can be used to cause environmental kills.
  • Ability-reinhardt2 Barrier Field: The Barrier Field is a powerful, rectangular barrier that Reinhardt carries like a shield, blocking most projectiles and bullets that hit it. It can be activated by pressing and holding down the secondary fire button. The barrier has its own separate Health pool, and Barrier Field is disabled if the barrier's Health drops to 0. Reinhardt will regenerate lost barrier Health after a few seconds of not activating Barrier Field.
    • Use Barrier Field to block incoming attacks from your opponents. This is especially helpful for your team, as you can use Barrier Field to let them move through a contested area without taking damage. Try to always stay at the front to keep your team safe.
    • Try to check if your teammates are behind your cover or not. You can keep an eye all around while holding the barrier.
    • Keep an eye on your barrier Health. If you start to get low, look for a place to take cover so that you can let your barrier Health regenerate.
    • Since Barrier Field only blocks attacks from one direction, be cautious of attacks from above or behind.
    • While dangerous in some situations, you can move faster to where you are needed (or out of danger) with your shield by taking it down for an instant, jumping in any direction and bringing Barrier Field up while you're in the air - Reinhardt's movement is not slowed by Barrier Field if it is activated during the jump.
  • Ability-reinhardt3 Charge: When activated, Reinhardt will use rocket boosters to propel himself forwards. He gains significant speed, but loses much of his ability to turn. Reinhardt will stop his charge after a period of time, when he collides with a solid surface, or if the player cancels the charge, whichever comes first. The first enemy Reinhardt collides with during his charge will become "pinned" to Reinhardt, and will be dealt heavy damage if Reinhardt then impacts a solid surface. All other enemies will be knocked away from him. Stuns, such as those from Roadhog or Cassidy, will immediately end Charge.
    • Charge can be canceled. This is useful in many situations. It can be used to simply close the distance, bait out key abilities by canceling into Barrier Field, as enemies are likely to use them, because you are vulnerable and moving predictably during Charge, or - most importantly - prevent you from getting out of position when it looks like you won't be hitting an enemy or it is dangerous to keep charging.
    • While it may be tempting to use Charge to leap into battle, Reinhardt cannot turn well while charging, making it easy for enemies to avoid it. It's best to use Charge at short or medium range or around corners, where enemies have less time to respond.
    • Charge has a relatively short cooldown and can be used to get closer to the fight after spawning.
    • Crushing a pinned target against a wall will deal massive damage, enough to kill almost any non-Tank instantly.
    • If Reinhardt has an enemy pinned and cancels his Charge just as he reaches a pit or ledge, his now-released pin target will continue moving forward due to momentum. This can be used to eliminate heroes by effectively throwing them off map.
    • Jumping right at the end of Charge causes Reinhardt to retain momentum, allowing him to close more distance and jump up slightly higher than normal. On certain maps, this allows him jump over gaps and ledges he normally wouldn't be able to.
  • Ability-reinhardt4 Fire Strike: When activated, Reinhardt will hurl a flaming projectile forwards that deals damage to any enemy it hits. This projectile passes through enemies and barriers, meaning that a single projectile can hit multiple opponents. It stops upon impacting a solid surface.
    • Fire Strike is Reinhardt's only ranged attack. It's useful for hurling down choke points to deter enemies from coming through, as well as for hitting distant and slow or stationary targets like Bastion or Torbjörn's Turret.
    • While it's easy to think of this as only being a ranged ability, Fire Strike deals a lot of damage no matter the range it's used at. Don't forget to use it in melee engagements as well.
    • Reinhardt can use Fire Strike to "animation cancel" his Rocket Hammer swing. As soon as the Hammer impacts an enemy, use Fire Strike to deal fast burst damage to a target. This is useful against evasive targets like Tracer, where you may only have a limited opportunity to hit them. This also assists in quickly finishing tanks after charging them, such as Winston.
  • Ability-reinhardt5 Earthshatter (Ultimate): Reinhardt's Ultimate ability. When activated, Reinhardt slams his hammer into the ground, creating a cone of force that damages and stuns enemies who are hit by it. This ability respects line of sight, so anyone Reinhardt can't see is not affected by it.
    • A simple but devastatingly powerful Ultimate when used correctly. An enemy who is stunned cannot perform any action, leaving them helpless and easy to kill.
    • While hitting many targets is great, often nailing just one target, is enough to win a teamfight. You can easily burst down even low HP tanks, like Zarya, by yourself, following up with Hammer -> Fire Strike -> Charge combo and more durable tanks with your team's help or, if applicable, by pinning them off the map.
    • Try to use Earthshatter in an area without much cover, as enemies can duck out of sight of you and completely avoid Earthshatter otherwise.
    • Earthshatter has a small amount of vertical height. Jumping enemies can still be hit by it.
    • Reinhardt must be on ground to finish casting Earthshatter. Avoid jumping and look out for being knocked into the air when activating Earthshatter, as that will delay the activation, giving enemies time to react or even completely messing up the cast.
    • Be careful when using Earthshatter on tanks, as it will not pass through barriers like that of Zarya, Winston or even other Reinhardts.

General Strategies

  • Reinhardt is incredibly hardy, able to absorb the most damage out of any of the Tanks, but suffers from being mostly restricted to melee attacks. As a result, Reinhardt works best as a team player. Stay at the front of your team and use your Barrier Field to absorb incoming attacks as you approach your opponents, allowing your team to move safely through an area and fire back without taking damage. Try to move between points of cover using Barrier Field instead of walking straight towards your enemies. Reinhardt may be tough, but he's not invincible.
  • One of Reinhardt's strengths is that he protects high damage-output teammates. If your team is composed mostly of flankers, Reinhardt might be less effective, as flankers generally do not wish to stand behind Reinhardt's shield.
  • Using Charge properly can be a challenge. In general, look for targets that are near corners or walls who are distracted by your team. Tanks like Winston and Roadhog are prime targets, as they are easier to hit with Charge due to their larger hitboxes. Charge will only pin enemies who are more-or-less directly in front of Reinhardt, so don't be surprised if you simply sail on by a jumping enemy. Remember, the closer you are to your enemy when you charge, the less time they have to get out of the way.
  • Try to avoid charging in a direction that will lead you deep into enemy territory, as that will leave you alone and flanked.
  • Reinhardt's shield is a powerful defense, but remember that any enemy can simply walk right through it. When shielding, try to always keep a few meters between you and enemies.
  • Reinhardt's defense depends on all enemies being in roughly one direction. Always keep your eyes open for flankers.
  • Reinhardt's shield is very effective against certain ultimates such as Graviton Surge, Deadeye, or Self Destruct, while being highly ineffective against others such as Mei's Blizzard, Genji's Dragonblade or Junkrat's Rip Tire. His shield can protect your team from much of the damage from Barrage, but he will most likely die in the process.
  • Earthshatter is most effective when used as a combo. A common Earthshatter combo is to use Earthshatter followed up by a Fire Strike, with Rocket Hammer attacks or a Charge to finish off anyone who survives. Remember that Fire Strike can hit multiple enemies when used; aim it so that it hits as many stunned enemies as possible. Make sure that all of your cooldowns are done when using Earthshatter.
  • Reinhardt works well when paired with Bastion or marginally Torbjörn, as he can protect their stationary defenses with his shield.
  • Reinhardt works extremely well in any kind of situation, as he can defensively protect his team's assets with Barrier Field and aggressively cause havoc among his enemies using Charge.

Match-Ups and Team Synergy

Tank

Hero Match-Up Team Synergy
Icon-D.Va
D.Va
D.Va can put a lot of continuous pressure onto your barrier. Her mobility allows her to run circles around you if the two of you are alone, ram you out of position, and get behind your barrier to start attacking you point blank. However, her large hitbox makes her a prime target for Charge, and a successful pin will weaken her enough that a hammer swing or two will knock her out of her Mech. D.Va in Pilot form is no match for Reinhardt's Hammer, and she won't be able to outrun you, so be sure to quickly kill her before she can retreat to her team. Use your barrier to block her Micro Missiles.

If D.Va uses Self-Destruct, try to quickly take her out and then put your barrier up to block the explosion. While it will most likely end up shattered in the process, you'll protect both yourself and any teammates behind you. A wily D.Va may be prepared for this, though, so be wary of her teammates comboing with her to take you or your barrier down before Self-Destruct detonates. Also, remember that D.Va cannot block your Earthshatter.

Your sturdy barrier frees D.Va to be a more aggressive Tank while you play a more defensive role. She also helps cover some of your checks, specifically Pharah. A well-timed Earthshatter combined with D.Va's Self-Destruct can take out a large number of opponents in one fell swoop.
Icon-Doomfist
Doomfist
Doomfist's high mobility makes him hard to deal with if he avoids you. Swing at him if he gets close however. Charge can be used to counter Rocket punch Rocket Punch, causing you both to get knocked down. This is generally better for you as you are sturdier, however, as the punch can be canceled, good Doomfist players may use this to bait out your charge. Instead, look to use Charge when Doomfist is using his Power Block Power Block. It is very easy to hit him, as his movement speed is reduced and he is likely waiting for his other abilities to come off cooldown.

When Doomfist uses Ability Doomfist Meteor Strike Meteor Strike, block the AoE with your barrier to prevent him gaining overhealth and immediately Charge him, as he is briefly unable to move after landing. Alternatively, use Earthshatter immediately after he lands to open him up to your team's attacks.

(To be added)
Icon-Hazard
Hazard
(To be added) (To be added)
Icon-Junker Queen
Junker Queen
(To be added) (To be added)
Icon-Mauga
Mauga
(To be added) (To be added)
Icon-Orisa
Orisa
Orisa is not a very fun match up for Reinhardt, as all of her abilities deny you in one way or another: Ability EnergyJavelin Energy Javelin can interrupt your Charge and ultimate and knock you out of melee range, Ability JavelinSpin Javelin Spin blocks your hammer and also knocks you back, Ability Orisa Fortify Fortify makes her immune to Charge and Earthshatter and lastly her ultimate ignores your shield - while making her Fortified. Try to ignore her the best you can, but if she is focused on you, you'll have to wait for your team to create openings or her to mess up her ability rotations. If she exhausts Fortify, you can look to shatter her and pin her off the map. Remember that while Fortify does make her immune to Earthshatter, it will not block it, so you can also use it to stun everyone behind her and set up easy kills for your team. (To be added)
Icon-Ramattra
Ramattra
Ramattra is very similar to Reinhardt and can square off rather well against you in his Nemesis Form Icon Nemesis Form. Ramattra's punches, however, have more range than your hammer, so avoid getting stuck at a range where you cannot hit him back, and either go agressively at him or stay out of his way. When he enters Nemesis Form, it is usually good to wait a bit before engaging, as its duration is limited and you may be able to catch Ramattra when he returns to Omnic form, where he is no longer a threat to you. If you are the only hero in Ramattra's Annihilation Icon Annihilation use your shield to block it to burn down its duration. (To be added)
Icon-Reinhardt
Reinhardt
It is not uncommon to find a Reinhardt on each team, and it's just as likely for said Reinhardts to be staring each other down on the battlefield, protecting their respective teams the other. Killing a Reinhardt as a Reinhardt ultimately comes down to mind games; get your team to focus down the enemy Reinhardt, throw Fire Strikes at him, and if there's a safe opportunity to hit him with a Charge, do it immediately. You will always beat him if he has no support from his team. Try to anticipate the enemy Reinhardt's Charge and either dodge it or Charge into it, cancelling it. Try to keep open areas at your back, as a charging enemy Reinhardt will have to travel farther from their team before they pin you. Reinhardt's Barrier Field is capable of blocking Earthshatter; both you and your enemy will likely be trying to lure the other into wasting their Ultimate with a well-timed block. In No Limits, multiple Reinhardts can create a sturdy, impenetrable wall of defense. Just keep in mind that, in doing so, you are robbing your team of its offensive potential and will most likely have to resort to turtling.
Icon-Roadhog
Roadhog
Roadhog cannot throw his hook through Reinhardt's barrier, but if he can somehow flank behind him, he's more than capable of completely throwing Reinhardt out of position and dealing massive damage to him. Roadhog's high damage also allows him to quickly break Reinhardt's barrier, leaving him and his team vulnerable. While you should always keep your barrier active around Roadhog, ensure that your team either kills him or scares him off. When Roadhog uses Ability-Roadhog2 Take a Breather, try to Charge him to interrupt it. Be careful of your positioning when he has his ultimate Ability-Roadhog4 Whole Hog as it can easily knock you of the map or push you against a wall, where it will quickly mow you down even with your shield at full health. (To be added)
Icon-Sigma
Sigma
Sigma is a rather easy matchup for Reinhardt. If you can get up close, you can easily beat him in fist fight. Use your Barrier to block Sigma's Abilities-sigma4 Accretion. (To be added)
Icon-Wrecking Ball
Wrecking Ball
There isn't much you can do against a good Wrecking Ball as Reinhardt. You can attack him when he gets close, but do not attempt to chase him. It is impossible for Reinhardt to keep up with Ball's mobility, so it is often better to just ignore him and play the objective or try to attack the enemy backline yourself. (To be added)
Icon-Winston
Winston
Winston can do very little to Reinhardt; while his electricity does pierce through your barrier, your high amount of armor, barrier-piercing Fire Strike and Winston's vulnerability to Charge makes him nothing more than a nuisance to you. Winston will usually rather attempt to ignore you and kill your backline,o be agressive and take swings at him when you can to soften him up before he engages. When he does, it is often better to try to put pressure on his backline in return rather than peel for your team as you cannot really keep up with Winston's mobility. (To be added)
Icon-Zarya
Zarya
The most important thing against Zarya is keeping track of her barrier cooldowns. They can nullify the damage from your high-damage abilities, while granting her a spike of energy. Zarya can do a lot of damage if she is allowed to get high charge, so avoid attacking her when she uses them and use your barrier to block her damage. When she is not using her barriers, swing at her to bait them out, and only engage on her or her teammates when she has exhausted her charges.

Zarya's barriers can block Earthshatter, however, because the close range damage is applied before the shockwave, if your crit breaks the barrier, you will be able to stun her and everyone behind her. Additionally, if you get caught in Zarya's Ability-zarya4 Graviton Surge, you can escape it by using Ability-reinhardt5 Earthshatter and potentially surprise the enemy team getting ready to attack you.

Zarya work well with Reinhardt, as she can cover his engages with her barriers, making Reinhardt very difficult to kill.

Damage

Hero Match-Up Team Synergy
Icon-ashe
Ashe
Your barrier can take her Viper's shots well, but lobbing a Dynamite over your shield to take you out is Ashe's go-to tactic when she comes across an enemy Reinhardt. As such, be prepared to face upward while shielding when you fight Ashe, but remember that she can also throw her trusty explosive underneath your shield if you do that. Unless it is very necessary, avoid using Charge against her, as she has a small hitbox and can utilize Coach Gun to blast out of harm's way. On the other hand, if need may be, you can remove her B.O.B from the battlefield with Charge, as he stands still after his initial sprint and has the potential to pummel your team. (To be added)
Icon-Bastion
Bastion
Bastion's extremely high damage output in Ability-bastion2 Configuration: Assault is more than capable of ripping you to shreds through your barrier, if you get caught in the open. Even if you manage to pin him with Ability-reinhardt3 Charge Bastion's high health, armor and Ironclad Ironclad passive allow him survive the impact and often leave him healthy enough even to kill you right after. If Bastion is in Assault configuration, back off behind cover, and engage when the ability ends. Guarding a friendly Bastion will be mutually beneficial; you'll be protecting him from oncoming fire, and he'll be able to mow down oncoming opponents. Just keep in mind that you are only able to guard what's in front of you; be wary of enemies trying to flank you from the rear. While you are able to walk off with ease, your Bastion will need a second to convert to Recon Configuration. While you should try to protect your Bastion, you also need to be in a mutual agreement of when you need to hold your ground and when you need to retreat, because if you run off and the Bastion didn't get the memo, he'll be torn apart, and you will be next.
Icon-cassidy
Cassidy
Cassidy can do a lot of damage to you with his Magnetic Grenade Flashbang and Fan the Hammer when up close. When he uses Ability-mccree4 Deadeye put up your barrier, to give your team time to get behind cover. Do not try to block it for extended amount of time with your barrier, as the first bullet fired at your ally will break the barrier, making it unable to protect anyone else. (To be added)
Icon-Echo
Echo
(To be added) (To be added)
Icon-Genji
Genji
Genji can slip past your barrier and cause trouble for you at extreme ranges, flinging shurikens to chip away your health and distract you. However, a 1 on 1 fight will usually tip in Reinhardt's favor, with his high durability outclassing Genji's mediocre damage and rendering his Deflect mostly useless due to how infrequent Fire Strike is used. Even with Dragonblade active, you can usually defeat Genji in single combat if you are anywhere near full health and if you time your swings well. Take note that Genji is able to block physical attacks with Deflect as well, but like projectiles, can only block in front of him. This gives Genji a chance to slip away again using Swift Strike or his agility to get to a safe distance. In general, try having an ally deal with Genji so you can focus on the main offense. (To be added)
Icon-Hanzo
Hanzo
Hanzo's arrows will be stopped cold by Reinhardt's barrier, but enough pressure from his Storm Arrows could bring your barrier close to breaking, so be careful. His Sonic Arrow will warn his allies about any pushes you and your team may be attempting, as teammates often tend to gather behind Reinhardt for protection. Your barrier will provide no protection from Dragonstrike; if you hear Hanzo activating it, drop your barrier and move out of the way. (To be added)
Icon-Junkrat
Junkrat
Junkrat can deal a significant amount of damage to your barrier, and his Concussion Mine can be thrown over your barrier to disrupt you. However, his Steel Trap isn't particularly effective against you, since you can still use your barrier to protect against incoming attacks. The trap can stop the mighty Crusader mid-charge, though, so if you see a Steel Trap, don't ignore it. Your barrier can protect you and your team from RIP-Tire, but only if it detonates on the other side of the barrier, and due to its free-rolling nature, it can roll right up into your face for a massive detonation. Only try protecting your team from it if your teammates have enough firepower to gun it down before it can pass through the barrier, otherwise scatter to avoid getting killed at once. (To be added)
Icon-Mei
Mei
Mei deals little damage to both the barrier and Reinhardt (who is capable of absorbing multiple headshots from her, even while frozen), and her Ice Wall often just gives Reinhardt the opportunity to lower his barrier to recharge it. Be careful about being separated from your team by Ice Wall as it allows you along with your team to be picked off. Also, hitting Mei in Ice Block form stops Reinhardt's charge. If Mei is activating Blizzard, a quick Charge away from her may be your best bet to avoid being frozen. (To be added)
Icon-Pharah
Pharah
Pharah will try to distract you when you're guarding your team as she is more than capable of getting behind them with her jetpack. You have little to no way to fight off an airborne Pharah; focus on guarding your team while they fend her off. (To be added)
Icon-Reaper
Reaper
Reaper can deal deal high damage to you up close with his shotguns, and can be very difficult to deal with if he is supported. He also has a reliable escape in Ability-reaper2 Wraith Form should the need arise. As Reaper has 250 HP, you cannot kill him from full health with Ability-reinhardt3 Charge and he can Wraith to escape before you can swing at him. Unless you catch him off guard, you'll need your team to help keep Reaper at bay. (To be added)
Icon-Soldier 76
Soldier: 76
Your barrier will allow you to soak up a lot of damage from Soldier: 76's standard attacks, and it is capable of completely stopping his Tactical Visor cold. However, Soldier: 76 still stands a chance against you in close-long range skirmishes as his damage is far greater than most offense heroes. You have no means with which to attack Soldier: 76 at long-range; stick with your team when he's around, or if necessary try to bait him into a close-quarters fight where you can smash him with your hammer. (To be added)
Icon-Sombra
Sombra
If an enemy team has a Sombra, you're going to be one of her top targets. Sombra's Hack will force you to drop your Barrier Field and leave your team open, as well as strip you of your Fire Strike and Charge. Thankfully, Sombra cannot hack through Barrier Field itself. If you know a Sombra is about, always be ready to turn your barrier in her direction to avoid a hack. In addition to protecting yourself, this should be able to protect nearby teammates from being Hacked as well. If you catch a Sombra still on cooldown from using Hack, a quick Charge can finish her off instantly. (To be added)
Icon-Symmetra
Symmetra
Your greatest concern when combating an enemy Symmetra is her Photon Projector primary weapon. Not only does it gain more power the longer she's training it on a stationary target (read: you), damaging shields gives her ammo rather than depleting it, meaning if you're not careful, not only will she run through your shield in seconds, she'll then have a full-stocked laser ready to shred you and your team to bits. If a Symmetra is being daring by approaching her with her laser, drop your shield and slap her back with your hammer. If you're in a larger team fight, you may need to keep your barrier up to protect your team, but ask your teammates to focus on her before she becomes too big of a threat. Her turrets can also cause a lot of problems for you if you're focusing on defending your allies, with one or two being enough to slow you to a crawl and to allow her and her team to dogpile you. You can clear out turrets with a single hammer swipe, but this will be difficult if they're placed in higher places your hammer can't reach, and dropping your barrier leaves you and your team vulnerable. A wily Symmetra may deploy her Photon Barrier just before you use Earthshatter, so if you think she may have it ready, try to either kill her first or catch her off guard with your Ultimate. (To be added)
Icon-Torbjörn
Torbjörn
Torbjörn's turret deals little damage to Reinhardt's barrier, even with supporting damage from Torbjörn's Rivet Gun. The turret's immobility makes it vulnerable to a Fire Strike, which will cut off a whole third of its health. Be more careful when dealing with Torbjörn himself, as he can effectively deal damage at all ranges when Reinhardt's barrier is down. When Overloaded his gun can put out a large amount of damage. When he activates Molten Core, your barrier won't save your feet from melting; if you can swiftly kill him with a hammer strike then do so, otherwise backpedal away with your shield up. (To be added)
Icon-Tracer
Tracer
Tracer can blink behind your barrier and rapidly unload her pistols into your large hitbox. Pulse Bomb can bring you down to 105 health, leaving you in a critical condition. 2 blows from the Rocket Hammer is enough to kill Tracer if she does not have Recall, consider doing so when needed, otherwise stick with your team and try to be ready to change direction to block her flanking attacks.. (To be added)
Icon-Venture
Venture
(To be added) (To be added)
Icon-Widowmaker
Widowmaker
A one-on-one matchup at close range with an enemy widowmaker are very uncommon, due to her staying in the backlines waiting for targets to snipe and you sticking close to your team to protect them, there's very little you can do at long range, other than throwing an easily avoidable projectile or attempt to charge at them, which the enemy widow has time to react to, however your barrier will prove to be a big nuisance to the enemy widowmaker, due to it's large size and high endurance, there's no practical way for an enemy widowmaker to destroy it, making her either wait for you to drop it for whatever reason, wait for her team to destroy it, or try to sneak up in a position in which she can shoot freely at you and your teammates, should the latter option happen try to get your team to deal with her instead of yourself, if you decide to deal with the enemy widow yourself you run the risk of the rest of her team taking the chance you're distracted to attack anyone you were currently protecting. (To be added)

Support

Hero Match-Up Team Synergy
Icon-Ana
Ana
All of Ana's attacks are blocked by your barrier: rounds from her Biotic Rifle, her Sleep Dart, the Biotic Grenade, you name it. However, being hit yourself with the Sleep Dart can leave your team in a critical situation. Don't be tempted to drop your barrier and attack Ana with your hammer, as you're just leaving yourself open to a Sleep Dart. Keep the barrier up and leave her to your teammates. As Reinhardt, you are one of the best potential choices for a Nano-Boost. Sturdier and stronger, you can Charge through a crowd of enemies and smash up the remains with your hammer. Aside from Ana's Ultimate, your hitboxes are massive and you move slowly, making yourself an easy target for her continuous healing, and your barrier can help keep her safe.
Icon-Baptiste
Baptiste
(To be added) As you tank your way through enemy fire, Baptiste's superb area-of-effect healing will keep you well alive. His secondary fire and Regenerative Burst can save you from the copius amount of damage you take, and an Immortaility Field can keep you from meeting an untimely demise as you move forward to wallop nearby enemies. Amplification Matrix has a very powerful combo with Fire Strike, allowing it to one-shot 200 HP enemies.
Icon-Brigitte
Brigitte
(To be added) (To be added)
Icon-Juno
Juno
(To be added) (To be added)
Icon-kiriko
Kiriko
While Kiriko's Protection Suzu Icon Protection Suzu cannot remove pin from Ability-reinhardt3 Charge, it can negate its damage or prevent it from hitting. It will also completely negate your Ability-reinhardt5 Earthshatter, so do not use it before Kiriko has used her Suzu or try to bait her into using it with your Charge. (To be added)
Icon-Lúcio
Lúcio
Lúcio's weak weapon deals very little damage to your barrier. However his area heal effect, especially with Amp It Up, can negate quite a portion of any damage dealt by you. Do not be afraid to keep your shield up, and use Fire Strike to weaken Lúcio so your teammates can finish him off. Be careful when shielding allies near environmental hazards ; while Lúcio may have difficulty knocking you back, your teammates may be vulnerable to being sent to their doom. Seeing how you act as an "anchor" for your team to rally behind, Lúcio can reliably stay within your protection and keep your team healthy. His speed boost can also improve your slow walking speed while your barrier is up, helping your team advance upon the enemy team.
Icon-Mercy
Mercy
As Reinhardt, killing Mercy should be a priority for more mobile heroes on your team than for you yourself. However, he does have tools that can force her to retreat when used correctly: landing a Fire Strike will take away 100 HP, and in a situation where she's alone, an accurate Charge will guarantee her elimination. Naturally, as a main healer, Mercy will often want to take you in as her pocket due to your high health pool and impressive defensive support. As you charge into the fray, keep your shield up for your teammates, but most especially for Mercy, who is a fragile support hero. With her on your side, you now have the insurance for a bit more recklessness, as the extra healing can allow you to get even closer to enemies and bash their heads in with your Rocket Hammer. Be prepared to be resurrected when you die as well, as you are a main target for it in a good Mercy's eyes.
Icon-Moira
Moira
(To be added) Moira serves as a support who is, at the same time, an offensive threat. By staying near a friendly Moira's side to protect her, you have not only a healer to bail you out, but a powerful and mobile damager as well. Her ultimate, Coalescence, may not be the most game-changing, but can offer great value when used smartly. Stay in Moira's beam when she uses it, so that you can be healed while foes are being damaged.
Icon-Zenyatta
Zenyatta
While an enemy Zenyatta cannot cast his Orb of Discord through your barrier, anyone already afflicted with the Orb will still suffer its effects. This includes Reinhardt himself, who will find the Discord Orb to be a great hindrance. When your barrier is down, Zenyatta can also use long range attacks and Discord Orb to deal heavy damage to you, though at close range he is defeated easily. If you catch him alone, either keep your barrier up and back off or close the distance to quickly take him out. While Zenyatta is generally best suited to fight on the back lines, your barrier can keep him safe while he heals and hurts from behind it. Just be careful not to Charge off without him if he's depending on you for protection. Enemies marked by Zenyatta's Orb of Discord are also prime targets for your Fire Strike, as it already does a large amount of damage by itself.

Map Strategies

Control

Control  Control Map Strategies
Map Strategy & Stage Tips
Control

Overall Strategy

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Antarctic Peninsula 1

 Antarctic Peninsula

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Labs
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Sublevel
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Icebreaker
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Overwatch Busan

South Korea Busan

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Downtown
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Sanctuary
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MEKA Base
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Ilios

Greece Ilios

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Lighthouse
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Well
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Ruins
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Lijiang Tower loading screen

China Lijiang Tower

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Control Center
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Garden
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Night Market
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Nepal loading screen

Nepal Nepal

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Village
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Shrine
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Sanctum
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Oasis

Iraq Oasis

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City Center
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Gardens
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University
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Samoa beach

Samoa Samoa

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Beach
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Downtown
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Volcano
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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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Attack
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Defense
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Dorado-streets2

Mexico Dorado

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Attack
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Defense
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Havana

Cuba Havana

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Attack
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Junkertown

Australia Junkertown

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Rialto

Italy Rialto

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Defense
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Route 66

USA Route 66

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ShambaliEscort

Nepal Shambali Monastery

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Attack
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Defense
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Gibraltar

Gibraltar Watchpoint: Gibraltar

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Attack
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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
Map Strategy & Stage Tips
Push

Overall Strategy

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Colosseo (day)

Italy Colosseo

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Pushing
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PortugalPush

Portugal Esperança

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Pushing
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Toronto

Canada New Queen Street

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Pushing
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Runasapi 2

Peru Runasapi

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Pushing
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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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Station
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Garden
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Town Center
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Bazaar
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Resort
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New Junk City

Australia New Junk City

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Arena
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The Ducts
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Refinery
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Junkyard
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Bomb Flats
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Suravasa

India Suravasa

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Market
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Palace
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Temple
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Ruins
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Achievements

Name Icon Description Reward
I Am Your Shield
Achievement I Am Your Shield Block 7500 damage with Reinhardt's Barrier Field without dying in Quick or Competitive play.
Spray Reinhardt Pixel
Pixel
Storm, Earth and Fire
Ability-reinhardt3 Land Reinhardt's Fire Strike and Charge after an Earthshatter stun in Quick or Competitive play.
Spray Reinhardt Cute
Cute

Trivia

Reinhardt statue

Reinhardt statue

  • Chris Metzen has described Reinhardt as "kinda a Don Quixote".[4]
  • Darin De Paul performs Reinhardt as an exaggerated version of his father's voice.[5]
  • Reinhardt is one of only two heroes to not have a "Quick Melee" attack, as his basic attacks are melee attacks. The other being Brigitte.
  • Reinhardt is currently the second oldest character in the hero line-up, with the oldest being Sigma, who is one year older.
  • During the game's late alpha (and possibly before), Barrier Field was called Shield.[6]
  • Reinhardt appears as a skin for Johanna in Heroes of the Storm.
  • Reinhardt's Agent ID number is 3945_47.
  • Reinhardt has a rare "Hello!" voice line where he yells "HELLOOOOOO!"
  • Before the release of Overwatch 2, there was a glitch where if Reinhardt used Earthshatter inside of an airborne Graviton Surge, Reinhardt would fall down to the ground.
  • Reinhardt is Brigitte's godfather.

Merchandise

  • An inflatable Reinhardt hammer was available in the "goodie bag" of BlizzCon 2016.[7]>
  • A Reinhardt-themed hoodie is available from JINX.[8]
  • A Reinhardt statue will go on sale in November, 2022.[9]

Development

The Juggernaut class

The Juggernaut class

Reinhardt's design stems from the playable Juggernaut class in the cancelled Project Titan. During the initial pitch for the project that would become Overwatch, the Juggernaut was envisioned as wielding a flamethrower and a flail, and used the Charge ability; a flamethrower was also considered for Roadhog's primary weapon early in the development for Overwatch.[10]

Early ideation for Reinhardt's design in Overwatch involved several different versions of humanoid robots, eventually progressing into a robotic hero from Numbani[11] named Wildebeest.[12] When Reinhardt was solidified, the fantasy was of him being a heroic knight; a protector for his team.[13]

When Reinhardt was prototyped, he was able to throw his hammer against the enemy. However, this was awkward to implement, as he had to pick up his hammer every time he threw it. This ability would later inspire the Junker Queen's Jagged Blade ability.[14]

Arnold Tsang revealed that Reinhardt's new design for Overwatch 2 marks the ninth iteration of his armor, progressing from the eighth in the original game. This continues a legacy that dates back to Arnold's concept art for the Juggernaut class in Project Titan, which went through seven iterations before the game was cancelled. Reinhardt's new design incorporates some elements from those scrapped Juggernaut concepts, and features a more technologically advanced appearance to show that Winston helped upgrade it after Reinhardt rejoined the team.[15]

Removed Abilities

Steadfast
Hero-ability-circle
Passive-Reinhardt
Type
Passive Ability
Resistant to knock back effects.
Knockback Mod.:
-30% received

Additional details:
  • Replaced in Season 1: Conquest with the Stalwart sub-role.
  • Reduces the initial velocity from knock back effects by 30%. For example, Ability-Lucio5 Soundwave sends its victims back 17 m/s, but for Reinhardt, it is 11.9 m/s.
  • The distance in which Reinhardt is knocked back is NOT reduced by 30%; it is reduced by more. This is because the velocity has to accelerate back to normal; a higher initial velocity means more time at higher velocities and more time with a velocity in general.
  • Does not affect Ability Orisa Halt! Halt!, Ability-Roadhog3 Chain Hook, Ability-zarya4 Graviton Surge, or Abilities-sigma5 Gravitic Flux because they are not knock back effects.

Fiery Uptake
Hero-ability-circle
Perk FieryUptake
Type
Minor Perk
Barrier Field is healed for 100% of Fire Strike's damage dealt.

Additional details:
  • Replaced by Crusader's Fire Crusader's Fire in Season 16.
  • If the barrier has been destroyed, Fire Strike damage will still recharge barrier health, however it will not cause the barrier to become available faster.

Crushing Victory
Hero-ability-circle
Perk CrushingVictory
Type
Major Perk
Charge damage grants temporary overhealth for 100% of the damage dealt.
Overhealth:
100% of Charge damage dealt
Duration:
5 seconds

Additional details:
  • Removed in Season 18.
  • Both bump and pin damage count.
  • Overhealth starts to decay at a rate of 50/s when the duration ends.

Barrier Re-charge
Hero-ability-circle
Barrier Re-Charge
Type
Minor Perk
Distance travelled while using Charge regenerates your Barrier Field by 200 per second.

Additional details:
  • Removed in Reign of Talon Season 1: Conquest
  • If the barrier has been destroyed, this will still recharge barrier health, however it will not cause the barrier to become available faster.

Media

Images

Former Portrait
Gameplay Screenshots
Concept Art

Videos

Official

Curse

Watchpoint O.A.K

Balance Change Log

For more information, see Patch Notes.

Overwatch PvP
Patch
Description

Perk ShieldSlam Shield Slam – Major Perk

  • Added a custom setting allowing Shield Slam to be bound to Quick Melee, enabling free look while the perk is equipped.

Barrier Re-Charge Barrier Re-charge – Minor Perk

  • Removed.

Perk CrusadersResolve Crusader's Resolve – Minor Perk

  • While using Barrier Field, passive health regeneration triggers 75% sooner.
Earthshatter has the potential to swing fights and is often generated quickly in close-range engagements. Increasing the ultimate cost better aligns its charge rate with its overall impact.

Ability-reinhardt5 Earthshatter

  • Ultimate cost increased by 9%.

Barrier Re-Charge Barrier Re-charge – Minor Perk

  • Barrier Field regeneration rate increased from 150 to 200.

Perk CrusadersResolve Crusader's Resolve - Minor Perk

  • Removed.

Barrier Re-Charge Barrier Re-charge - Minor Perk

  • New Minor Perk.
  • Distance travelled while using Charge regenerates your Barrier Field by 150 per second.

Perk CrushingVictory Crushing Victory - Major Perk

  • Removed.

Ignited Fury Ignited Fury - Major Perk

  • New Major Perk.
  • For each enemy you hit with Fire Strike, gain 2 seconds of 25% increased attack speed.

Perk CrushingVictory Crushing Victory - Major Perk

  • Overhealth gain increased from 50% to 100% of Charge damage.
Developer comments: Reinhardt generally does well across the game but falls off in effectiveness at high ranks. We're increasing the speed and responsiveness of Fire Strike to make it more reliable from range.

Ability-reinhardt4 Fire Strike - Ability 2

  • Projectile speed increased from 25 to 30 meters per second.
  • Recovery time reduced from 0.63 to 0.45 seconds.

Perk FieryUptake Fiery Uptake

  • Removed.

Crusader's Fire Crusader's Fire

  • New Minor Perk
  • Refund a charge of Fire Strike when you stun an enemy, overfilling up to 3.

Perk ShieldSlam Shield Slam

  • Shield Slam distance increased by 50%.
Developer Comments: We’re making improvements to several of Reinhardt's perks to increase their usability in various situations.

Perk CrusadersResolve Crusader's Resolve

  • Passive Regeneration trigger rate increased from 50% to 75%.

Perk ShieldSlam Shield Slam

  • Cooldown reduced from 8 to 6 seconds.
Hero Perks

Perk CrusadersResolve Crusader's Resolve

  • While using Barrier Field, your passive health regeneration triggers 50% sooner.

Perk FieryUptake Fiery Uptake

  • Barrier Field is healed for 100% of Fire Strike's damage dealt.

Perk ShieldSlam Shield Slam

  • While Barrier Field is active, use Secondary Fire to damage and knockback enemies.

Perk CrushingVictory Crushing Victory

  • Charge damage grants temporary overhealth for 50% of the damage dealt.
Developer Comments: This is just some fine tuning for the barrier health and regeneration rate as it had become slightly too tough to break through.

Ability-reinhardt2 Barrier Field

  • Barrier Field health reduced from 1600 to 1500.
Developer Comments: One of the core design goals for Reinhardt is to be the hero that shields his team. In the past we've reduced the barrier health significantly in order to improve other offensive aspects of his kit to better fit the fast-paced gameplay of Overwatch 2, but perhaps it was too much. We still want to avoid barriers feeling mandatory due to how useful they can be and keep tank diversity at a healthy level. However, with this patch looking at the tank role in particular, we're increasing Reinhardt's barrier health again and will evaluate further.

Ability-reinhardt2 Barrier Field

  • Maximum health increased from 1400 to 1600.
  • Barrier regeneration rate increased from 140 to 160 health per second.

Ability-reinhardt3 Charge

  • Wall impact damage increased from 275 to 300.
General
  • Knockdown time when two charging abilities collide reduced from 2 to 1.7 seconds.
Developer Comments: This stun time reduction applies to the knockdown that happens when two charging abilities collide and result in a tie (with Reinhardt, Doomfist, Brigitte, Mauga, Bob). The counterplay and interaction of two charging abilities impacting each other is great, but it took both players out of the fight a little too long.

Ability-reinhardt5 Earthshatter

  • Knockdown duration increased from 2.75 to 3 seconds.
  • Shockwave range increased from 20 to 25 meters.
  • Armor Increased from 275 to 300.

Ability-reinhardt4 Fire Strike

  • Damage increased from 100 to 120.
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.
Hero updates
  • Health increased from 200 to 250.
  • Armor increased from 250 to 275.

Ability-reinhardt1 Rocket Hammer

  • Damage increased from 85 to 100.

Ability-reinhardt3 Charge

  • Wall impact damage increased from 225 to 275.

Ability-reinhardt5 Earthshatter

  • Close range damage increased from 170 to 200. (undocumented)
Developer Comments: We are increasing Reinhardt's barrier uptime to help him better protect his allies. We'll be keeping an eye on this, as we want to avoid situations where players feel like they are always shooting at barriers.

Ability-reinhardt2 Barrier Field

  • Maximum health increased from 1200 to 1400.
Developer Comment: Reinhardt has been overperforming after the recent increases to his offensive capabilities. Those changes have been playing well, so to adjust his overall power, we’re reducing his overall health through this armor reduction.
  • Armor health reduced from 300 to 250
  • Base health increased from 175 to 200
Developer Comment: In similar fashion to Roadhog's Chain Hook combo changes last season, we'd generally like to avoid heroes in the Tank role from killing enemies in one shot. Earthshatter direct hit damage is being reduced with that goal in mind. In most cases, targets on the receiving end would die anyway during the knockdown stun, but it does open up some potential for their allies to intervene.

For now, we're fine with Charge pin staying lethal to many characters due to the difficulty and risk involved. The Fire Strike damage increase does mean it could once again one-shot when combined with Baptiste's Amplification Matrix, but that requires an ultimate combo with another hero. We'll see how it plays out and adjust if necessary.

The Rocket Hammer knockback reduction sounds like a loss of power though it is actually aiming to reduce the number of times Reinhardt accidentally knocks enemies out of his melee range.
  • Base health in Role Queue modes remains the same at 325
  • Base health in non-Role Queue modes reduced from 325 to 175

Ability-reinhardt1 Rocket Hammer

  • Knockback impulse reduced from 10 to 6

Ability-reinhardt3 Charge

  • Cooldown reduced from 8 to 7 seconds

Ability-reinhardt4 Fire Strike

  • Damage increased from 90 to 100

Ability-reinhardt5 Earthshatter

  • Direct hit damage reduced from 250 to 170
  • Knockdown duration increased from 2.5 to 2.75 seconds
  • Ultimate cost increased 7%
  • Armor reduced from 350 to 300
  • Health increased from 300 to 325
  • Base armor increased from 200 to 300
  • Base health increased from 300 to 350

Passive-Reinhardt Steadfast

  • Removed and replaced by Tank passive

Ability-reinhardt2 Barrier Field

  • Health reduced from 1600 to 1200
  • Regeneration rate reduced from 200 to 144 health per second

Ability-reinhardt3 Charge

  • Steering turn rate increased by 50%
  • Can now be manually cancelled
  • Charge Pin wall impact damage reduced from 300 to 225
  • Cooldown from 10 to 8 seconds

Ability-reinhardt4 Fire Strike

  • Now has 2 ability charges
  • Damage reduced from 100 to 90

Overwatch 6v6
Patch
Description

Passive-Reinhardt Steadfast

6v6 Hero Changes

Ability-reinhardt2 Barrier Field

  • Shield health increased from 1500 to 1800.

Ability-reinhardt2 Barrier Field

  • Health reduced from 2000 to 1500. (undocumented)

Ability-reinhardt3 Charge

  • Steering increased by 50%. (undocumented)

Ability-reinhardt4 Fire Strike

  • Now has 2 charges. (undocumented)
  • Cooldown increased from 6 to 8 seconds. (undocumented)

Ability-reinhardt5 Earthshatter

  • Distance increased from 20 to 25 meters.
  • Base health increased from 250 to 325.
  • Base armor reduced from 300 to 225.
  • Now has the Steadfast passive again, reducing knockback by 30%.

Ability-reinhardt2 Barrier Field

  • Health increased from 1500 to 2000.

Ability-reinhardt3 Charge

  • Cooldown increased from 7 to 10 seconds.
  • Steering reduced 50%.

Ability-reinhardt4 Fire Strike

  • Ability charges reduced from 2 to 1.

Ability-reinhardt5 Earthshatter

  • Distance reduced from 25 to 20 meters.

Overwatch Stadium
Patch
Description
To Me, My Friends has been overperforming, granting too much output for how easy to use and consistent it is. We're tuning down the effectiveness to better match its execution burden.

To Me, My Friends! To Me, My Friends - Power

  • Barrier Healing per 1s decreased to 3% of Max Life (Down from 5%).
Reinhardt's Fire Strike centric builds have been performing poorly. We're adding some more power there as well as sharpening the niche of the build so that there are clearer situations to opt for the build.

Magma Strike Magma Strike - Power

  • Lava duration increased from 1s to 2s.

Blazing Blitz Blazing Blitz - Power

  • Added 25% Starting Ultimate Charge.

Chimera's Maw Chimera Maw - Epic Ability Hero Item

  • Removed "For each additional enemy [Fire Strike] damages beyond the initial target, reduce [Fire Strike] cooldown by 5%."
  • Added "Hitting an Airborne target above 3m burns them for 20% of Fire Strike damage over 3s."
Developer Comments: Removing this item to remove redundancy with the new Exo Springs Gadget.

Rocket Boots Rocket Boots

  • Removed
Developer Comments: We're shifting some power in the Fire Strike build to focus more on higher uptime of Fire Strike and Magma Strike's Trail of Lava, while pulling back from the high single target burst that Impact Burst enabled. We're also making some adjustments to Reinhardt's Barrier build to make it a more compelling option and have a smoother progression curve.

Impact Burst Impact Burst - Power

  • Now only damages other enemies around primary target.
  • Explosion damage increased to 30% of Fire Strike damage (Up from 15%).

Magma Strike Magma Strike - Power

  • Trail of lava now triggers on every second Fire Strike instead of every second Fire Strike cast within 2s.

Chimera's Maw Chimera's Maw - Epic Hero Ability Item

  • Rarity changed to Epic (from Rare).
  • Added 25% Fire Strike Projectile Speed.
  • Added "For each additional enemy Fire Strike damages beyond the initial target, reduce Fire Strike cooldown by 5%".

Rocket Strike Rocket Strike - Epic Hero Ability Item

  • Removed.

Wilhelmwagen Wilhelmwagen - Epic Hero Survival Item

  • Changed to Epic Survival Item (from Power).
  • Added 50 Armor.
  • 11000 Cost.
  • Removed "you heal for 5% of the damage it mitigates".

Infusion Generator Infusion Generator - Power

  • Changed to Power (from Epic Survival Item).
  • Barrier Field Health increase now only increases from Bonus Max Life.
  • Barrier Field Health scaling increased to 250% (up from 100%).

To Me, My Friends! To Me, My Friends - Power

  • Increased healing based on Max Life to 5% (up from 4%).
Developer Comments: The interaction between Feeling the Burn and effects that triggered off Rocket Hammer damage proved to be too strong, so we're removing it while giving some small improvements to some underutilized powers and items.

Barrier Reconstruction Barrier Reconstruction - Power

  • Increased Barrier Health Restoration from Damage to 15% (up from 10%).

Feeling The Burn Feeling the Burn - Power

  • No longer applies to Smashing and Dampener Grip.

Dampener Grip Dampener Grip – Epic Weapon Hero Item

  • Increased Ability Power to 15% (up from 10%).
Developer comments: To compensate for the buff to Reinhardt's Fire Strike in Core Overwatch, we're decreasing the burst potential of Reinhardt's Fire Strike build and normalizing the max projectile speed Fire Strike can reach. We're also tuning down Reinhardt's Melee build to be a bit more counterable, which is performing too consistently given the high payoff of the build.

Smashing! Smashing - Power

  • Reduced Move Speed per stack to 1% (down from 2%).
  • Reduced Life Steal per stack to 3% (down from 5%).
  • Increased maximum stacks to 10 (up from 5).
  • Reduced duration to 2s (down from 3s).

To Me, My Friends! To Me, My Friends! - Power

  • Increased healing based on Max Life to 4% (up from 3%).

Wilhelmwagen Wilhelmwagen - Power

  • Decreased healing from damage mitigated to 5% (down from 15%).

Rocket Strike Rocket Strike - Epic Hero Ability Item

  • Decreased Fire Strike Projectile Speed to 25% (down from 50%).
  • Decreased Ability Power to 10% (down from 20%).

Chimera's Maw Chimera's Maw - Rare Hero Ability Item

  • Decreased Ability Power to 5% (down from 10%).
Developer Comments: Reinhardt has been overperforming, especially at lower levels. We're tuning down some of the powers that are most difficult to counterplay, such as Melee Reinhardt feeling inescapable due to his crazy amount of Move Speed or being one shot by an Impact Burst Fire Strike. As an important known issue with this balance change, the Move Speed per stack is currently not represented correctly on the tooltip but it is functionally set to 2%. This will be fixed in a future update.

Impact Burst Impact Burst – Power

  • Reduced bonus damage to 15% (down from 20%).

Smashing! Smashing – Power

  • Reduced Move Speed per stack to 2% (down from 3%).
Developer Comments: Reinhardt had a higher rate of earning Cash from damage and healing due to his range. However, Reinhardt has been overperforming and making a bit too much Cash so we’re pulling this back a bit.
  • Reduced the amount of Stadium Cash gained from damage and healing by 13.64%
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-reinhardt5 Earthshatter

  • Now deals an additional 200 damage within 1.75m of the impact area
  • Armor reduced from 250 to 200 (Health/armor total reduced from 550 to 500)

Reinhardt has been overperforming since his last round of changes. To help increase tank diversity we are reverting his armor to its previous value while keeping the Rocket Hammer damage increase for now as it helps to balance out the reduced crowd control duration of Earthshatter.

  • Base Armor increased from 200 to 250

Ability-reinhardt1 Rocket Hammer

  • Damage increased from 75 to 85

Developer Comment: The intent of these changes is to slightly bolster Reinhardt's frontline presence once he closes the distance with an enemy. The increased Rocket Hammer damage will reduce the number of swings necessary to eliminate some heroes so we'll be keeping a close eye on the overall impact of this change.

Ability-reinhardt5 Earthshatter
  • Added a voice line stating, "For the Crusaders!", that allies will hear when Reinhardt uses Earthshatter
  • Reduced the height of Reinhardt's head hit volume, making it harder to hit him in the head from behind
Ability-reinhardt5 Earthshatter
  • Knockdown duration lowered from 3 to 2.5 seconds
Passive-Reinhardt Steadfast
  • Passive knockback resistance reduced from 50% to 30%
Ability-reinhardt2 Barrier Field
  • Health reduced from 2000 to 1600
  • Movement speed penalty reduced from 50% to 30%

Passive-Reinhardt Steadfast

  • Knockback resistance increased from 30% to 50%

Developer Comment: The above changes to armor, Orisa, Sigma, and Reinhardt are aimed at decreasing the overall amount time players spend damaging barriers while improving the individual heroes in other areas. This is a significant change to the pace of the game and we’ll be monitoring these heroes closely to ensure they retain impactful gameplay in the tank role.

Passive-Reinhardt Steadfast - New passive ability
  • Reduces knock back effects by 30%

Developer Comment: As a frontline, melee-range tank Reinhardt was more adversely affected by knock back abilities than most heroes. To reduce some of this frustration and enable Reinhardt to more easily fulfill his role, he is now more resistant to being knocked back.

Ability-reinhardt5 Earthshatter
  • Now consistently hits enemies near walls
  • No longer hits enemies that enter the damage cone after the “wave” has passed that area
  • No longer damages enemies behind barriers blocking it, even if the barrier is later dropped or destroyed
  • Always travels up inclines and around the payload

Developer Comments: We’ve given Earthshatter a complete overhaul to combat inconsistencies with its performance. These changes will make Earthshatter’s behavior more predictable and effective.

Ability-reinhardt2 Barrier Field
  • Decorative insignia no longer protrudes from the shield’s surface

Developer Comments: By smoothing out Reinhardt’s Barrier Field, he now will be able to consistently block enemy abilities and projectiles that could sometimes unintentionally sneak through (e.g. Junkrat’s grenades).

  • A new “Movement Relative to Camera During Barrier Free Look” option can be found under Settings > Controls. Simply select “Reinhardt” from the dropdown menu. This allows players to change the way Reinhardt moves when Barrier Shield is active and players are controlling the third-person camera movement

Ability-reinhardt2 Barrier Field

  • Holding primary fire while your shield is active now allows you to rotate the camera

Developer Comment: This change gives Reinhardt more situational awareness while using his shield, allowing him to keep an eye on the battlefield while still protecting his team.

Ability-reinhardt1 Rocket Hammer
  • Swing speed increased by 10%

Developer Comment: In the last update, Reinhardt’s Rocket Hammer had an issue that allowed players with higher latency to swing faster. We fixed this bug, which suddenly made the swing speed feel too slow, so we’re compensating by increasing his standard swing speed. During this process, we also found and fixed a few bugs with Rocket Hammer’s hit registration. Overall, the hammer should feel much better.

Ability-reinhardt5 Earthshatter
  • Effective height has been lowered from 3 meters to 2 meters
  • The height threshold of objects that Earthshatter can "climb" has been lowered from 3 meters to 2 meters, making Earthshatter less likely to climb tall objects as it moves along the ground.

Developer Comments: Earthshatter tended to climb unexpectedly high, frequently hitting targets that were significantly above the ground. These changes help the ability stay more grounded.

References

  1. 2018-02-24, Story Update: A Letter From Torbjörn to his Wife PlayOverwatch. Accessed on 2018-02-24.
  2. Undivided-Episode 15
  3. 2015-??-??, "Darin's Resume". Darin De Paul Voice Over. Accessed on 2016-05-18
  4. 2014-11-24, BlizzCon 2014 – Overwatch Unveiled Panel Transcript. Blizzplanet, accessed on 2015-03-08
  5. 2016-10-30, The voice of Reinhardt: Interview with Darin De Paul Break The Game, accessed on 2016-11-17
  6. "Overwatch Pre-Beta Livestream Recap", Overpwn, 16 October 2015. Retrieved on 17 October 2015.
  7. 2016-07-21, BLIZZCON 2016 GOODY BAG. Blizzpro, accessed on 2016-07-22
  8. 2017-11-22, Overwatch Hoodies. Blizzplanet, accessed on 2017-11-23
  9. Overwatch 2 Reinhardt 25in Premium Statue, Blizzard Store. Accessed on 2022-09-07
  10. Blizzcon 2017, Overwatch: Archives
  11. 2017-5-21, 6 Secrets about Overwatch's Tank Heroes by Jeff Kaplan. IGN, Youtube. Accessed 2017-10-28
  12. The Art of Overwatch
  13. 2022-11, Overwatch 2 Art Director Dion Rogers Talks About The Design Principles Behind The Dual Modes For Ramattra In Interview. Gamerbraves, accessed on 2022-11-15
  14. 2022-06-21, A DESIGN FIT FOR ROYALTY: AN INSIDE LOOK AT HER MAJESTY, THE JUNKER QUEEN. Blizzard Entertainment, accessed on 2022-07-03
  15. Blizzcon 2019 Overwatch: Evolving the Art Panel

External links

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