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Unranked icon featuring

Unranked icon featuring Tracer

Unranked is one of the playlists available in Overwatch. It is the first mode players can play and you need to win 20 games on this game mode to play Competitive Play. At the start of each game, players will have to vote for a map to play on out of three randomly selected maps from the six standard game modes - Control, Escort, Hybrid, Push, Flashpoint and Clash.

Description[]

Jump into a game against other players of your skill level.

Quick Play[]

Quick Play is the standard way of playing Overwatch.

Role Queue[]

Choose a role before you play.

Game Rules:
  • Players: 5V5
  • Victory: Complete standard map objectives
  • Teams consist of exactly 1 Tank, 2 Damage and 2 Support Heroes.
    • Select between Tank, Damage, Support roles before queuing. Any combination of roles may be selected. The player will be assigned to the first suitable match as one of the roles they selected.
    • During the match, heroes that do not belong to your assigned role are locked.

6v6 Open Queue[]

Play any role, maximum 2 tanks.

Game Rules
  • Players: 6V6
  • Victory: Complete standard map objectives
  • Teams may have any amount of Damage or Support heroes, but are limited to a maximum of 2 Tank heroes

6v6 hero changes[]

Following table lists the balance changes made to heroes in the 6v6 modes.

List of 6v6 changes
Hero Health changes Armor changes Shield changes Ability changes
Icon-Ana
Ana

Ability-ana2 Sleep Dart

  • No longer has reduced duration versus Tank heroes.
  • Cooldown reduced from 14 to 12 seconds.
Icon-D.Va
D.Va
Increased from 175 to 250. Reduced from 325 to 300.

Ability-dva1 Fusion Cannons

  • Weapon spread increased from 3.375 to 4 degrees.

Ability-dva3 Defense Matrix

  • Maximum duration reduced from 3 to 2 seconds.
  • Recharge rate reduced by 15%.

Ability-dva7 Micro Missiles

  • Cooldown increased from 7 to 8 seconds.
Icon-Domina
Domina
Reduced from 400 to 375.

Ability Barrier Array Barrier Array

  • Cooldown increased from 14 to 17 seconds.
Icon-Doomfist
Doomfist
Increased from 375 to 425.

The best defense The Best Defense...

  • Overhealth gained per target reduced from 40 to 25 HP.
  • Maximum temporary health reduced from 200 to 150 health.

Ability Doomfist Seismic Slam Seismic Slam

  • Cooldown increased from 6.5 to 7.5 seconds.

Power Block Power Block

  • Maximum duration reduced from 2.5 to 2 seconds.
  • Cooldown increased from 7 to 8 seconds.
  • Amount of damage to gain Empowered Punch increased from 100 to 120.
Icon-Echo
Echo

DUPLICATE Duplicate

  • No longer has a max health for copied target.
Icon-Hazard
Hazard

Jagged Wall Jagged Wall

  • Cooldown increased from 12 to 15 seconds
Icon-Junker Queen
Junker Queen
Increased from 375 to 450.

Adrenaline Rush Icon Adrenaline Rush

  • Self-healing from wounds damage scalar reduced from 2.5x to 1.75x.

Commanding Shout Icon Commanding Shout

  • Cooldown increased from 12 to 15 seconds.
Icon-Juno
Juno

Ability-Juno3 Pulsar Torpedoes

  • Cooldown increased from 10 to 12 seconds.
Icon-Lúcio
Lúcio

Ability-Lucio2 Crossfade

  • Healing reduced from 20 to 18.
Icon-Mauga
Mauga
Increased from 425 to 450. Reduced from 150 to 100.

Overrun icon Overrun

  • Cooldown increased from 5 to 7 seconds.
Icon-Mizuki
Mizuki

Passive Remedy Aura Remedy Aura

  • Minimum Healing Reduced from 5 to 4.5.
  • Maximum Healing reduced from 20 to 18.
Icon-Orisa
Orisa
Increased from 150 to 250. Reduced from 300 to 250.

Ability EnergyJavelin Energy Javelin

  • Cooldown increased from 7 to 8 seconds.

Ability Orisa Fortify Fortify

  • No longer immune to critical damage.

Perk ProtectiveBarrier Protective Barrier

  • Cooldown increased from 8 to 10 seconds
Icon-Ramattra
Ramattra
Increased from 275 to 350.

Void Barrier Icon Void Barrier

  • Cooldown increased from 12 to 16 seconds.

Nemesis Form Icon Nemesis Form

  • Bonus armor reduced from 275 to 225.
Icon-Reinhardt
Reinhardt
Increased from 250 to 325. Reduced from 300 to 225.

Ability-reinhardt2 Barrier Field

  • Shield health increased from 1500 to 1800.

Ability-reinhardt3 Charge

  • Cooldown increased from 7 to 10 seconds.

Ability-reinhardt4 Fire Strike

  • Cooldown increased from 6 to 8 seconds.
Icon-Roadhog
Roadhog
Increased from 600 to 650.

Ability-Roadhog3 Chain Hook

  • Cooldown increased from 7 to 8 seconds.

Ability-Roadhog2 Take a Breather

  • Maximum duration reduced from 3 to 2 seconds.
Role passives

Role Tank Circle Role: Tank

  • No longer grants increased base health.
  • Ultimate charge generation reduction reduced from 40% to 20%.
Icon-Sigma
Sigma
Reduced from 275 to 250.

Abilities-sigma2 Experimental Barrier

  • Maximum health reduced from 650 to 600.
Icon-Winston
Winston
Increased from 275 to 325. Reduced from 200 to 200.

Ability-winston3 Barrier Projector

  • Cooldown increased from 12 to 13 seconds.

Ability-winston4 Primal Rage

  • Maximum health gain reduced from 700 to 500.
Icon-Wrecking Ball
Wrecking Ball
Increased from 300 to 450. Reduced from 125 to 100. Reduced from 150 to 0.

Adaptive shield Adaptive Shield

  • Radius reduced from 13 to 10 meters.
  • Overhealth gained per target reduced from 100 to 50.

Piledriver Piledriver

  • Cooldown increased from 8 to 10 seconds.
Icon-Zarya
Zarya
Increased from 175 to 225.

Ability-zarya2 Particle Barrier

  • No longer shares a cooldown with Projected Barrier.
  • Health reduced from 225 to 200.
  • Duration reduced from 2.25 to 2 seconds.
  • Cooldown reduced from 11 to 10 seconds.

Ability-zarya3 Projected Barrier

  • No longer shares a cooldown with Ability-zarya2 Particle Barrier.
  • Health reduced from 225 to 200.
  • Duration reduced from 2.25 to 2 seconds.
  • Cooldown reduced from 9 to 8 seconds.
Icon-Zenyatta
Zenyatta

Ability-zenyatta3 Orb of Discord

  • Damage amplification reduced from 30% to 25%.

Mystery Heroes[]

Defeat the enemy team with every player using heroes that randomly change upon respawn.

In Mystery Heroes, the player is assigned a random hero (and random perks) every time they are eliminated by another player or player intervention. Mystery Heroes is played as 6v6 on a randomly selected map from one of the five standard game modes - Control, Escort, Hybrid, Push, and Flashpoint.

Game Rules:
  • Players: 6V6
  • Map: Random (map vote)
  • Allows locked heroes
  • Victory: Complete standard map objectives

Scoring[]

  • On Escort and Hybrid maps, the attacking team wins if the payload reaches its final destination. If not, the defending team wins.
  • On Push maps, the team that has pushed the TS-1 robot farthest on the opponents side of the map after 8 minutes wins. If a team pushes the robot all the way to the end, they will win immediately.
  • On Control maps, the team that reaches 100% capture progress on the control point wins the round. Matches are scored as a best-of-three rounds.
  • On Flashpoint maps, the team that scores 3 objectives in one game wins.
  • On Clash maps, the team that scores 5 objective points in one game wins.
  • In Mystery Heroes, you have the standard map objectives (seen above) but players respawn every time they are eliminated (by a player or with player intervention) as random Heroes.

Matchmaking[]

Main article: Matchmaking

Players are matched based on several factors, including but not limited to:

  • Skill: The matchmaking system will, first and foremost, try to group players with and against players of similar skill. The game represents "skill" as a hidden Matchmaking Rating, or MMR, which is determined by a player's performance in Quick Play.
  • Time: The matchmaking system will try to find a match within a certain time period so the player doesn't have to wait for too long.
  • Ping: Players with servers close to one another are prioritized, to minimize lag and improve the gaming experience.
  • Group size: The matchmaking system will attempt to find groups of equal sizes to match against each other. If four players are looking for a game together, the matchmaker will try to put them against another pre-made group of four.
  • Account level: The matchmaking system will attempt to group players together based on overall team level and match players with similar account levels against players of similar levels. If too many low level accounts are in queue at one time it will attempt to match low lvl players against other low level players regardless of MMR.
  • Avoid priority: The matchmaking system will try not to include avoided players. However, they may be released from the list if the queue times get too long.

Backfill[]

If one of the players in a team leaves a match in Unranked game modes, they will be "backfilled", meaning that they will be replaced by a new player from the matchmaking queue or by a spectator. The player who was selected to backfill will receive "high priority" matchmaking after the match. Players with high priority will be put in a match faster and cannot be selected to backfill another game, while queuing for the same game mode. (Role queue and open queue are considered separate, but each role in role queue the same.) If the player exits to desktop or plays another game mode, their high priority will be lost.

Spectating[]

If you join someone already in an unranked mode, you will be able to spectate that game. As soon as someone leaves on the team of the person who you joined, you get to join the game. You can only spectate people on the team of the person you joined.

Leaver penalties[]

As Unranked modes are intended for a more casual experience and leavers can be backfilled, players are given some leniency when it comes to leaving matches. However, this can still be very disrupting and can lead to unsatisfactory experiences, so players who excessively leave Unranked matches, will be temporarily suspended from queueing to any game mode that grants Player Progression.[1][2]

Each player's last 20 matches they participated in are recorded. If the player has been marked as leaver in at least 4 of these matches, they will receive a 20 minute suspension from matchmaking. If the player has left at least 6 of their last 20 matches, the duration of the suspension is increased to 4 hours. These suspensions will be reapplied every time the player leaves a match while above these thresholds, but not when the player completes a match. If you are currently in leaver status, your player card will tell you how many games you must finish to leave that status in the upper-right corner.[3]

References[]

  1. October 10, 2023 Patch
  2. Defense Matrix – Deterring Leavers in Overwatch 2. Blizzard Entertainment (2023-10-09).
  3. Battle.net Support. Leaver Penalty on Overwatch 2 Account. Retrieved on March 12, 2023.
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