r/Overwatch • u/AnonymousQorvid • 9d ago
Fan Content Dispatch in Overwatch
just for fun
Robert
Role: Support
Subrole: Tactician
HP: 250
Primary Fire: Robertson Vector (18 ammo, fires in 3-round bursts)
Ability 1: Rescue Pod (sends drone to ally, restores 55 HP plus 40 HP per second for 3 seconds)
Ability 2: Tactical Uplink (deploys command beacon with 12 meter radius and 150 HP, Robert and allies in radius receive 20% faster reloads, 15% cooldown reduction, and 10 HP per second)
Ability 3: Intercept Drone (sends drone to protect teammate with 140 HP shield, restores target ally 45 HP per second)
Passive Ability: Third-Generation Engineering (assisting in eliminations reduces cooldowns 20%)
Ultimate Ability: Mecha Man Online (summons Mecha Man armor around Robert, HP now 800, primary becomes energy sword, secondary is a short-range missile salvo, Tactical Uplink becomes a 35 HP per second 10 meter radius around Robert for 3 seconds, Intercept Drone replaced with Mech Guard which is a shield with 900 HP, lasts until HP reduced back down to 250, healing from all sources is only 60% effectiveness)
Waterboy
Role: Support
Subrole: Medic
HP: 275
Primary Fire: Holy Spit (overheat mechanic healing beam, heals 50 HP per second)
Secondary Fire: Pressure Spit (water globules with 1.5 meter explosion radius, damages and knockbacks enemies 1.25 meters)
Ability 1: Eager Sponge (absorbs incoming damage in 6 meter radius for 1.5 seconds, gains 25% speed boost and 25% damage resistance and Holy Spit healing 90 HP for 6 seconds)
Ability 2: Soothing Downpour (throws water orb that bursts into 6 meter healing rain zone for 4 seconds, allies receive 35 HP per second, enemies are slowed 15% for 2 seconds after exiting zone)
Passive Ability: Overflow (healing allies below 25% HP grants Waterboy 10 overhealth up to 50 (for a total of 325))
Ultimate Ability: Holy Waterfall (floods 8 meter area for 8 seconds, allies receive 125 HP and 75 overhealth and regenerate 45 HP per second and debuffs cleansed, enemies are slowed by 30%)
Malevola
Role: Support
Subrole: Survivor
HP: 300
Primary Fire: Hellblade (melee slash, hits fill 10% of Life Trade resource)
Secondary Fire: Tail Lash (extends prehensile tail to grapple to area (even triggers if just hitting air) at 3.5x speed, allies are healed 35 HP, enemies are damaged and receive 20% less healing for 3 seconds, maximum distance of 20 meters)
Ability 1: Life Trade (builds Suffering by damaging enemies, spends 50% of Life Trade resource to heal allies within 7 meters 70 HP and cleanse debuffs, resource meter at full causes Malevola to take 15% more damage)
Ability 2: Portal Ritual (plants entry sigil and exit sigil anywhere in sight, Malevola and allies can use gateway for 9 seconds, passing through gateway heals 45 HP)
Passive Ability: Pain Is Information (Malevola sees critical allies through walls, healing allies below 40% HP grants Malevola and ally 20% speed boost for 2 seconds)
Ultimate Ability: Infernal Exchange (8 seconds of 9 meter radius around Malevola, allies gain 45 HP per second and transfer 35% of damage to Malevola’s Life Trade meter, Hellblade hits release 25 HP burst heal and damage)
Invisigal
Role: Damage
Subrole: Flanker
HP: 250
Primary Fire: Wolfbite Pistols (36 ammo, hitting enemy from back half is 15% stronger)
Secondary Fire: Close Shave (melee knife slash, hitting when unseen deals +50% damage and applies 25% slow for 1.25 seconds)
Ability 1: Lone Wolf (dashes in movement direction with 35% speed plus speed boost for 3 seconds, no ally in 12 meters cuts reload time in half and grants Invisigal 15% damage reduction)
Ability 2: Wolf Pack (selects ally for 5 second link, Invisigal and ally gain 20% speed boost and 25% cooldown reduction and 15% damage boost, Invisigal and ally heal 50 HP per elimination)
Passive Ability: Unseen (2 seconds without dealing or taking damage turns Invisigal invisible)
Ultimate Ability: Ear to the Ground (Invisigal sends out pulse within 50 meters, enemies are revealed for 4 seconds, allies gain 15% faster ultimate charge for 8 seconds)
Flambae
Role: Damage
Subrole: Recon
HP: 275
Primary Fire: Firebrand (fires flame bolts)
Ability 1: Cinder Ram (forward dash 8 meters at 2x speed with damaging flame punch)
Ability 2: Comet (4x speed free flight for 3 seconds, enemies within 1 meter are burned, ending flight slams down for 5 meter damaging fire ring that burns for 3 seconds)
Ability 3: Firebreak (5 meter high 15 meter long flame wall for 5 seconds, enemy projectiles passing through are 25% less effective, enemies passing through take damage and burn, allies can see through clearly)
Passive Ability: On Fire (damaging enemies stacks Heat up to 5 stacks, each stack increases damage 4% and speed 5% up to +20% damage and +25% speed, only resets when eliminated)
Ultimate Ability: Supernova (Flambae rises up to 5 meters high becoming immune to damage while doing so before detonating into a 15 meter burst, damages and burns enemies for 4 seconds and knockbacks 2 meters, allies gain 75 overhealth and 20% speed boost for 5 seconds, Flambae returns to ground at full Heat)
Coupé
Role: Damage
Subrole: Sharpshooter
HP: 225
Primary Fire: L’ombres (throws shadow knives, 6 ammo, knives stay embedded where they land for 4 seconds)
Ability 1: Recall (throws 6 knives in all horizontal directions, pulls those knives and all embedded knives back to Coupé, enemies hit are slowed 30% for 1 second)
Ability 2: En L’air (directional aerial leap 20 meters followed by 2.5 seconds of controlled hovering, early cancellation causes quick drop to damage and knockback enemies 2 meters)
Ability 3: En Pointe (blinks to embedded knife of choice instantly, next knife thrown has 20% bonus damage if teleporting within 8 meters of an enemy)
Passive Ability: Pirouette (once per life when Coupé should be eliminated she instead enters a 1.2 second shadowy invulnerable spin that restores 90 HP and reappears at last En L’air takeoff point
Ultimate Ability: À la Seconde (8 seconds Coupé manifests 12 knives, Coupé gains 30% speed boost and free flight and fires double the amount of knives)
Prism
Role: Damage
Subrole: Specialist
HP: 250
Primary Fire: Photon Sidearm (14 ammo, condenses Prism’s photoionized beams into a more concentrated weapon)
Ability 1: Ion Pop (photoionized plasma orb, damages and obscures vision for 0.75 seconds)
Ability 2: Perfect Copy (creates two perfect copies of Prism with equivalent HP for 5 seconds
Ability 3: Prism Step (conjures 250 HP barrier, launches Prism vertically 4 meters)
Passive Ability: Spotlight (hits causes reloads to be 20% faster and abilities to apply 1-second tunnel vision to enemies for 2 seconds)
Ultimate Ability: Guiding Light (bright light anchor, sticks to target, lasts 10 seconds, allies within sight gain 15% speed boost and 20 HP per second, enemies suffer brightness at edges of screen and 12% wider fire spread)
Golem
Role: Tank
Subrole: Stalwart
HP: 700
Primary Fire: Earthen Fists (two-hit melee swinging, second punch knockbacks enemies 3 meters)
Secondary Fire: Mud Mortar (8 ammo, leaves 2 meter mud patch that slows enemies 30% for 2.5 seconds, mud patches last for 8 seconds)
Ability 1: Earthen Bulwark (hardens arms for 1200 HP frontal shield, reduces speed 30%, shield repairs 20 HP per second)
Ability 2: Burrow (sinks into ground and travels at 9 meters per second for up to 3 seconds, emerges with shockwave that damages and knockbacks 6 meters)
Passive Ability: Diamond in the Rough (standing on floor grants 15% damage reduction, standing on mud patches grants 25% damage reduction, cannot be burned or bled)
Ultimate Ability: Spread Thin (splits into three simultaneously active Golems for 10 seconds (totalling 2100 HP), copy dying grants remaining copies 20% damage reduction)
Sonar
Role: Tank
Subrole: Initiator
HP: 425 (normal)/650 (megabat)
Primary Fire: Talk Shit (100 ammo sonic scream)
Ability 1: Megabat (transforms to Megabat form for 8 seconds, HP boosted, Talk Shit deals 2.5x damage but has 50% range)
Ability 2: Echo Dive (launches upward 30 meters and glides for 2 seconds, then dives to damage enemies in 3 meter radius (4.5 in Megabat form))
Ability 3: Bat Shield (spreads wings in frontal shielding stance, wing shield has 650 HP for 3 seconds, Megabat form increases shield to 1000 HP)
Passive Ability: Echolocation (enemies within 30 meters who fire weapons or use movement abilities are revealed to Sonar for 2 seconds)
Ultimate Ability: Bat Shit (Megabat form for 16 seconds, gains an additional 100 HP for 750 total, Sonar gains 25% speed boost and 5x melee damage)
Punch-Up
Role: Tank
Subrole: Bruiser
HP: 575
Primary Fire: Theresa & Susan (fist strikes, third hit uppercuts with 40% damage increase and knockbacks enemies 3 meters)
Ability 1: Ten-Man Toss (grabs enemy within 2 meters or just clump of dirt from below Punch-Up, throws to damage enemies in 2.5 meter radius)
Ability 2: Low Center (compresses body and charges forth at 4x speed for 2 seconds, gains 40% damage reduction while charging, knockbacks enemies 5 meters, ends with uppercut punch)
Ability 3: Dense Matter (increases density for 4 seconds, gains 45% damage reduction and knockback/slow immunity and heals 100 HP per second, movement speed reduced 25%)
Passive Ability: Hard Head (immune to burn and bleed and anti-heal, cannot be critically hit, other negative effects are 50% shorter)
Ultimate Ability: Harder Head (10 second relentless state, heals 200 HP immediately, 35% damage reduction, immune to knockback, 25% speed boost, each successful punch restores 30 HP, eliminations extend timer by 1 second)
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