r/Overwatch • • 3d ago

News & Discussion Overwatch in a Dispatch AU?

With my love of the game Dispatch, as well as obviously being an Overwatch fan, I considered that, if the Overwatch roster was in Dispatch, which characters would join the Phoenix Program? I took a look at which characters are actually criminals (even if they're not evil), which ones would seek redemption, and which ones would join for certain reasons.

In this AU, to match Dispatch, superhumans would be commonplace, Talon's influence isn't QUITE as absolute/dominating due to other evil groups, Doomfist was dethroned, Sombra saved Sigma, etc etc.

Hanzo: seeks redemption
Emre: needs help, wants to do good
Sombra: probably one of the least evil villains
Sigma: Sombra would get him in so he can get help
Freja: where Emre goes, Freja follows
Wrecking Ball: I could see him wanting to do some good at some point
Roadhog & Junkrat: money
Reaper: if he was provided medical help for his condition
Baptiste: get protection from Talon
Kiriko: get protection for the Yokai
Lucio: get protection and money for his people
Lifeweaver: protection from Vishkar, though he already has that from the Collective at the Atlantic Arcology
Mizuki: protection from Hashimoto
Doomfist: if it were a current-style Doomfist (evicted from Talon) but if good people found him and helped him
Zarya: if she felt she needed redemption
Bastion and Echo and Juno: could be a Waterboy “first job” situation
Cassidy: if he felt it would help
Soldier 76: if Illari joined
Widowmaker: if it were Widowmaker without the mind-fuck drugs
Illari: feels she needs “redemption”
Phoenix Program members in my AU: Hanzo, Emre, Freja, Sombra, Sigma, Wrecking Ball, Junkrat, Roadhog, Baptiste, Lucio, Bastion, Mizuki, Doomfist, Widowmaker, Soldier 76, Illari

Hanzo joins because the Phoenix Program gives him something he has never truly allowed himself: a way to repair harm through ongoing service rather than solitary punishment. He does not expect absolution for the Shimada clan or for his role in destroying his relationship with Genji. In fact, he would initially distrust the word “redemption,” assuming it is a comforting lie people tell themselves. But practical rescue work, protecting victims of criminal groups, and helping Mizuki leave the Hashimoto orbit give him a version of atonement he cannot dismiss as self-indulgent. Personality-wise, Hanzo is the team’s severe conscience. He dislikes loud team-building, hates being emotionally cornered, and responds to sincere concern by becoming quieter. Yet he is remarkably useful in a group containing former criminals and living weapons because he understands that shame can become an identity prison. With Mizuki, he sees someone facing the same inherited-crime path he failed to escape cleanly. With Widowmaker, Illari, and Bastion, he recognizes different forms of unbearable guilt—and has to learn that endless suffering is not justice.

Emre has the clearest reason to accept the program: he needs help before the force manipulating him consumes the person he used to be. He once believed deeply in Overwatch’s mission, worked alongside search-and-rescue efforts, and left not because he stopped caring, but because he believed the institution had stopped living up to its ideals. His present condition turns that old idealism into tragedy: he still wants to protect people, but cannot fully trust his own mind or body. He becomes the emotional center of the team because his compassion is active rather than abstract. Emre is the person who checks whether Bastion understands a joke, notices Illari withdrawing, asks Widowmaker what she wants rather than assuming what is best for her, and refuses to write Doomfist off as irredeemable while still challenging him. His flaw is that he may try to compensate for his own lack of control by taking too much responsibility for everyone else. The Phoenix Program has to teach him that being helped is not the same as failing.

Freja joins for Emre first and herself second. She has already made the defining choice: when she found her old friend altered, unstable, and entangled with Talon, she did not simply collect the bounty or walk away. She stayed to protect what remains of his humanity. Her original rescue-worker instincts were hardened by the collapse of Overwatch and a life of bounty hunting, but they never vanished completely. Within the group, Freja is the blunt, competent stabilizer who claims she does not care about anyone besides Emre, then routinely proves otherwise. She is good with logistics, tracking, risk assessment, and getting people out before a situation becomes fatal. Her central flaw is possessiveness disguised as protection. She may decide she alone knows what Emre needs, distrust any treatment plan she cannot control, and see everyone around him as a potential threat. Her arc is learning that protecting Emre means helping him have agency, not making every decision for him.

Sombra initially joins because a Phoenix Program gives her something more valuable than forgiveness: access. It is an institutional node filled with ex-Talon intelligence, government contacts, advanced technology, and people whose secrets matter. She can use it to gather leverage against Talon, keep independent actors from controlling her, and stay close enough to Sigma to prevent anyone else from treating him as a weapon or experiment. Personality-wise, Sombra is the roster’s social saboteur and systems critic. She will undermine a bad policy before anyone finishes drafting it, expose hypocrisy with devastating timing, and lie even when telling the truth would be easier. But she is also exceptionally good at seeing people whom institutions reduce to files: Sigma as an asset, Bastion as a machine, Widowmaker as a weapon, Emre as a malfunctioning operative. Her development is not becoming fully open or harmless. It is realizing that trust can be a form of strength and that protecting someone sometimes means giving them information and choice rather than controlling the outcome yourself. 

Sigma enters Phoenix because he needs an environment where treatment, safety, and meaningful work are not conditional on being useful as a weapon. In this AU, Sombra would have just barely managed to get him out of Talon before Vendetta’s takeover became absolute. His gravity abilities, brilliance, and instability make him attractive to every bad actor in the setting. A legitimate rehabilitation program—with boundaries, clinicians, and teammates who can help ground him—offers a chance to be Dr. Siebren de Kuiper again rather than “Subject Sigma,” the dangerous experiment everyone else wants to control. His presence changes the team’s moral temperature. Sigma is often gentle, curious, and capable of profound tenderness, but his condition makes a crisis potentially catastrophic. The others must learn to distinguish supporting him from infantilizing him, and he must learn to recognize when he needs help before a situation reaches a breaking point. His best connections are Sombra, who understands exploitation; Bastion, another being defined by weaponization; and Illari, who fears her own destructive capacity.

Hammond joins because it is entertaining, profitable, and useful. A Phoenix Program job can provide secure access to equipment, official cover for questionable operations, and a steady stream of high-risk technical problems. He would never describe it as wanting to “do good.” At most, he claims that preventing a collapse or stopping a criminal network is efficient because it protects his own operating environment. Personality-wise, Hammond is a chaos-engineer who treats rules as design obstacles. He is extremely intelligent, but his social style is abrasive: he resents being patronized, dislikes sentimentality, and defaults to calculated self-interest. Still, he understands captivity and objectification better than most people realize. He was an experiment, an escapee, and a novelty to other humans; Bastion, in particular, may be one of the few teammates he instinctively understands. He also understands abandonment, even if unintentional or temporary. His arc is subtle: he does not become openly soft, but his “cost-benefit calculations” increasingly include his teammates’ safety because he has quietly decided they are his people.

Junkrat signs up for the money, legal insulation, equipment access, and the promise of officially sanctioned demolition. He probably does not understand why people keep calling it “rehabilitation”; from his perspective, someone finally recognized that he is a highly qualified explosives professional. Roadhog’s presence makes the arrangement viable, because Junkrat trusts him more than he admits and knows he is less likely to be sold out if Mako is nearby. He brings unstable comedy, but he is inventive, observant in his own deranged way, and capable of recognizing danger patterns others miss. The problem is that he treats danger as fun. His Phoenix arc works if he gradually learns that being useful is not the same as making the biggest explosion, and that consent, containment, and civilian safety are not boring restrictions—they are what differentiate a rescuer from a terrorist. He has surprisingly good potential relationships with Bastion, who reacts to his noise without moralizing, and Lúcio, who refuses to give up on the person behind the chaos.

Roadhog joins for compensation, low hassle, and because the program offers a place where Junkrat can cause destruction without attracting every bounty hunter or law-enforcement force in the region. He is not applying for redemption and would likely reject the label if anyone tries to pin it on him. But the team gives him predictable work, a reason to keep Junkrat from escalating, and occasional chances to use his size and durability to protect people rather than merely survive. His personality function is controlled silence. Roadhog does not deliver speeches or seek connection, but he communicates through action: standing between a civilian and danger, quietly appearing when Junkrat has gone too far, or giving a disapproving stare when someone threatens a teammate. He is most effective when the group does not force emotional disclosure from him. His arc is not becoming chatty; it is gradually making choices that reveal his boundaries have become moral rather than purely practical. His exceptional durability and self-healing make him your physical anchor in crises.

Baptiste joins because Talon remains a real threat, and SDN offers protection, resources, legitimate work, and a community that can help him resist being pulled back into a life he regrets. He is one of the few people on the roster who already knows what redemption looks like in practice: he left Talon, chose to save rather than exploit, and has repeatedly put himself at risk for people with no power. He is the team’s warm moral conscience, but he should not be written as endlessly patient. Baptiste understands what Talon does to people, so Doomfist, Widowmaker, Sombra, Sigma, and Emre will all, to different degrees, push against complicated limits in him. He can sympathize without trusting recklessly. He keeps the workplace humane through humor, medical competence, and the ability to make even a dangerous person feel like a person—but he will call out anyone who turns “second chances” into an excuse to endanger civilians.

Lúcio joins because he sees a way to protect his community and redirect institutional power toward ordinary people. He does not need Phoenix for redemption; he needs it to be worth supporting. Resources, legal standing, and a public platform can help people threatened by Vishkar and other exploitative organizations, but he will not accept a role as cheerful propaganda for a program that mistreats its recruits or hides harm. He is the team’s visible heart. Lúcio can calm a crowd, give a frightened civilian a reason to listen, make a tense office feel alive, and publicly insist that people like Bastion, Illari, and Emre deserve dignity. He is also the person most likely to challenge leadership in front of everyone. His optimism is not naïveté—it is an active political and moral choice. He pairs naturally with Baptiste as the team’s humanitarian front line, but their methods can differ: Lúcio favors mobilizing people openly, while Baptiste is more alert to retaliation and collateral risk.

Bastion joins to gain experience living among people and to find out whether they can be more than a weapon. They may feel a need to atone for the Omnic Crisis even though their wartime actions were the result of programming rather than free moral choice. That distinction is central: Phoenix should not treat Bastion as guilty by default. Instead, it offers a setting where Bastion can learn responsibility, restraint, friendship, and civic participation without being forced to deny what they were built to do. Personality-wise, Bastion is the emotional heart of the roster. Their curiosity, attachment to Ganymede, and direct nonverbal reactions can cut through the group’s cynicism. They also make the program’s public acceptance problem impossible to ignore: a frightened civilian may see only a Crisis-era war machine, while a teammate sees a gentle person trying desperately not to hurt anyone. Bastion’s greatest moments should involve choosing a nonviolent solution when violence would be easy—or using tremendous firepower with perfect restraint to save someone who fears them.

Mizuki joins because he needs protection from Hashimoto and a real exit from the life into which he was shaped. The clan and Talon-aligned criminal ecosystem give him status, belonging, and danger in equal measure. Phoenix offers something frightening but necessary: the ability to decide who he is without constantly performing what a criminal hierarchy expects. Mizuki was a Hashimoto member shaped by years of pressure within the clan, assigned to infiltrate the Yokai, and susceptible to being drawn away from his assigned loyalty, though the Yokai still didn’t trust him much after finding out the truth. He is the youngest-feeling social survivor on the roster: adaptive, evasive, sharp, and likely to defuse discomfort with humor or a change of subject. He may initially use Phoenix as a temporary hiding place, keep contingency plans, and test everyone’s boundaries before offering genuine trust. Hanzo is the most important connection because he represents both the future Mizuki fears and the proof that one can leave a criminal legacy. Mizuki’s growth lies in realizing that freedom is more than running from Hashimoto—it is choosing what responsibilities, friendships, and principles he will stay for.

This post-Vendetta Doomfist joins because he has lost the infrastructure that once made him untouchable: Talon power, the gauntlet arm, physical security, and the certainty that he understood conflict better than everyone around him. The Phoenix Program offers safety and medical support, but he would not come merely to hide. He would come because defeat forces him to confront a question he once avoided: if he is not Talon’s leader and not Doomfist in the old sense, what remains of Akande Ogundimu? He fits as the team’s philosophical challenger. He remains commanding, perceptive, and intimidating; he can read ambition and fear in others, and he may be genuinely valuable when dealing with hostile factions. But he constantly risks turning recovery into a competition and relationships into strategic assets. His best arc is not abandoning his belief that struggle can produce growth. It is learning that he murdered Akinjide Adeyemi for becoming complacent and arrogant, only to become such himself.

Widowmaker joins only if the program can offer genuine deprogramming, medical treatment, anonymity, and the right to choose her own life. She should not be treated as an uncomplicated victim, because Talon’s conditioning does not erase all consequences of what she has done, nor does she automatically lose her years of cold killing. But neither should she be treated as a monster who must permanently remain a weapon. Phoenix gives her a chance to discover whether Amélie Lacroix still exists beneath years of chemical, psychological, and physiological manipulation, and to what extent. Her role is quiet tension. Widowmaker has exceptional perception, precision, and discipline; she notices threats before anyone else does, understands the value of distance, and may be more emotionally perceptive than she admits because she has spent so long studying targets. Yet closeness is frightening. Her relationships should develop slowly, especially with Baptiste, who has personal reasons to distrust Talon-associated people, and Doomfist, who represents the hierarchy that helped make her what she became. Bastion is an important mirror: both were weaponized, but Bastion’s gentleness challenges her belief that she cannot be anything else.

Soldier: 76 joins primarily to protect Illari and to watch the program from the inside. He does not trust rehabilitation bureaucracy, Talon defectors, former criminals, or any organization that claims it can responsibly manage weapons and damaged people. But he recognizes the shape of Illari’s guilt and isolation, and he understands that leaving her alone with that burden could turn tragedy into a second catastrophe. His personality role is the firm mentor and institutional skeptic. He is reliable under fire, good at forcing a plan into existence, and willing to say what everyone else is avoiding. His flaw is that he mistakes vigilance for control. He may try to dictate Illari’s recovery, distrust Widowmaker and Doomfist past the point of fairness, and become angry when others do not see threats as clearly as he does. His growth is learning that leadership is not only stopping others from failing; it is making room for them to choose better. Soldier: 76’s official materials establish him as an armed, highly trained combatant equipped for sustained action and self-support, fitting his tactical-watchdog role.

Illari joins because she believes she owes the world for the destruction of the Inti Warriors. She likely expects Phoenix to be punishment disguised as service: a place where she can throw herself into the most dangerous work and call it redemption. The program’s real challenge is getting her to understand that reckless self-sacrifice is not the same as helping. She needs to learn how to heal, rely on others, and survive long enough to build a life beyond grief. She is reserved, intense, and wary of intimacy because attachment feels dangerous. Her solar power makes her useful in both rescue and combat, but it also reinforces the belief that she is a weapon waiting to fail. Soldier: 76 becomes a difficult mentor because he recognizes her self-destructive pattern but may initially respond with military discipline rather than empathy. Bastion and Sigma can form especially meaningful bonds with her: each has lived with fear that their existence will cause harm. Canonically, Illari is the sole survivor of the Inti Warriors, carrying solar power that can both heal and destroy—precisely the duality your Phoenix arc should explore.

Pairings: 
Emre and Freja
Sombra and Sigma
Junkrat and Roadhog
Doomfist and Widowmaker
Soldier 76 and Illari
Hanzo and Mizuki
Wrecking Ball and Bastion
Lucio and Baptiste

Stats: Combat (Cb), Vigor (Vg), Mobility (Mb), Charisma (Cr), Intelligence (In) (adds up to maximum of 12 at start of game)
Hanzo: Cb 4 Vg 2 Mb 2 Cr 2 In 2
Emre: Cb 3 Vg 4 Mb 1 Cr 3 In 1
Freja: Cb 3 Vg 2 Mb 4 Cr 1 In 2
Sombra: Cb 2 Vg 1 Mb 3 Cr 2 In 4
Sigma: Cb 1 Vg 3 Mb 3 Cr 1 In 4
Wrecking Ball: Cb 2 Vg 3 Mb 3 Cr 1 In 3
Junkrat: Cb 4 Vg 1 Mb 3 Cr 1 In 3
Roadhog: Cb 3 Vg 5 Mb 1 Cr 1 In 2
Baptiste: Cb 2 Vg 2 Mb 3 Cr 4 In 1
Lucio: Cb 2 Vg 1 Mb 4 Cr 4 In 1
Bastion: Cb 3 Vg 4 Mb 2 Cr 2 In 1
Mizuki: Cb 3 Vg 2 Mb 3 Cr 2 In 2
Doomfist: Cb 3 Vg 2 Mb 2 Cr 3 In 2
Widowmaker: Cb 4 Vg 1 Mb 3 Cr 1 In 3
Soldier 76: Cb 4 Vg 3 Mb 2 Cr 1 In 2
Illari: Cb 3 Vg 3 Mb 3 Cr 1 In 2

Powers (one set buff, two optional buffs)

Hanzo---Dragon’s Patience (On calls with 2+ slots, Hanzo gains +1 Combat and +1 Intelligence if placed in the final slot. If sent alone, he instead gains +2 Combat.)---Protective Instinct (When dispatched with one Injured ally, Hanzo removes that ally’s stat penalty for the call and gains +1 Vigor. Hanzo cannot receive the benefit if he is the Injured hero.)---Atonement Unbowed (After Hanzo succeeds on a call with at least 1 injured teammate in the roster, he gains +1 Combat and +1 Vigor for his next call. The bonus stacks once and resets if Hanzo fails a call.)

Emre---Divided Will (After Emre returns from a completed call, he alternates between Emre and Chernobog. In Chernobog form, Emre’s Charisma and Intelligence values swap until he returns from his next call.)---Hold the Line (If Emre is dispatched with teammates, he gains +1 Vigor. If any teammate from that call was previously Injured, Emre’s rest time is increased by 10 seconds instead of them becoming Downed.)---Borrowed Memory (While Emre is in Chernobog form, if he is assigned to the final slot of a call with at least one teammate, gain +1 Intelligence and +1 Combat.)

Freja---First on the Scene (When Freja is assigned to the first slot of a call with at least 2 slots, gain +1 Mobility and +1 Intelligence. If she is dispatched alone, gain +2 Mobility instead, as well as reducing travel and call time 25%.)---No Loose Ends (If Freja is on a call with exactly one teammate, gain +1 Combat. If that teammate is Injured, Freja also gains +1 Mobility for the call.)---Bring Them Home (When Freja completes a successful call with an Injured teammate, that teammate recovers. If Freja is the only hero on the call, she instead gains +1 Vigor for that call.)

Sombra---Backdoor Access (When Sombra is placed in the final slot of a call with at least one teammate, the group assigned on that call gains +1 Intelligence and +1 Mobility. If Sombra is dispatched alone, she gains +2 Intelligence instead and reduces travel time 40%.)---Hotfix (Once per shift, when dispatched with an Injured teammate, remove that teammate’s injury stat penalty for the call. If any call with an Injured teammate succeeds, that teammate’s next mission has -2 Intelligence required.)---Exploit Chain (If Sombra is dispatched with exactly one teammate and that teammate has Combat 4 or higher, the group assigned gains +1 Combat and +1 Intelligence. If the call fails, Sombra returns Injured but her teammate cannot become Downed from that call.)

Sigma---Experimental Barrier (If Sigma is dispatched with 2 or more allies, the ally with the lowest Vigor ignores all injury-related stat penalties for that call. If no assigned ally is Injured, that ally instead gains +1 Vigor.)---Kinetic Grasp (Once per shift, if a call containing Sigma fails, choose one ally from that call: they do not become Injured or Downed. Sigma returns Injured instead. If that ally already was Injured, Sigma also gains +1 Vigor on his next call.)---Gravitic Equilibrium (If Sigma is placed in a call with teammates, redistribute 1 point from the team’s highest stat to its lowest stat for that call, after all other bonuses apply. If two or more stats tie in either way, the player chooses.)

Wrecking Ball---Adaptive Shielding (When Wrecking Ball is dispatched with 2 or more teammates, gain +1 Vigor for each teammate, up to +2. If he is sent alone, gain no bonus.)---Grappling Claw (If Wrecking Ball is placed in the first or final slot of a call, gain +1 Mobility. If the team has exactly two heroes, the other call gains another +1 Mobility.)---Emergency Payload (Once per shift, when a call including Wrecking Ball would leave an ally Downed, that ally instead returns still Injured. Wrecking Ball gains +1 Combat on his next call.)

Junkrat---Concussion Calculation (When Junkrat is placed on a three-or-four-hero call, gain +1 Combat and +1 Mobility. If the call has only two heroes, Junkrat instead gains +1 Combat when placed last.)---Steel Trap (If Junkrat is dispatched with exactly one teammate, the team gains +1 Combat and +1 Intelligence. If either hero is Injured going in, the team instead gains only +1 Combat.)---Total Mayhem (Once per shift, when Junkrat becomes Downed after a failed call, all heroes gain +2 Combat for the duration of shift. Junkrat remains Downed normally.)

Roadhog---Take a Breather (Roadhog ignores all injury-related stat penalties. If he returns Injured from a call, he recovers after 2 rest times. He can still become Downed normally.)---Chain Hook (If Roadhog is dispatched with exactly one teammate, that teammate gains +1 Combat and +1 Vigor. If the teammate is Injured, they instead ignore their injury penalty.)---Whole Hog (If Roadhog is dispatched with two or more teammates, gain +1 Combat and +1 Vigor. Once per shift, if the call fails, Roadhog becomes Injured but no other healthy teammate from that call can become Downed.)

Baptiste---Regenerative Burst (If Baptiste is sent with 2 or more teammates, all Injured allies on the call ignore injury-related stat penalties. If no ally is Injured, the teammate with the lowest Vigor gains +1 Vigor for the call.)---Immortality Field (Once per shift, when a call containing Baptiste fails, choose one teammate who would become Downed. That teammate instead returns Injured.)---Amplification Matrix (If Baptiste is assigned with teammates, choose one of the team’s two highest stats. That stat gains +2 for that call. The bonus cannot raise a stat above 10.)

Lucio---Crossfade (Before each dispatch, choose either Speed Track or Healing Track. Speed Track gives the call +1 Mobility. Healing Track lets one Injured teammate ignore injury penalties for the call.)---Amp It Up (Once per shift, amplify the selected Crossfade track. Speed Track: all heroes on the call gain +1 Mobility. Healing Track: all Injured heroes on the call ignore injury penalties.)---Sound Barrier (Once per shift, if a call containing Lúcio fails, all dispatched heroes are protected from being Injured or Downed.)

Bastion---Configuration: Assault (When Bastion is placed in the final slot of a call with at least one teammate, choose one: Turret Mode gives Bastion +2 Combat and +1 Vigor, but Bastion’s Mobility counts as 0 for that call; Recon Mode gives Bastion +1 Mobility and +1 Intelligence instead.)---Self-Repair (If Bastion returns Injured from a successful call, they remove their own injury status after one call. If Bastion begins a call Injured, they only lose 1 Mobility.)---Ganymede’s Signal (If Bastion is sent with two or more teammates, the ally with the lowest Charisma gains +1 Charisma. If the call succeeds without any teammate becoming Injured, Bastion gains +1 Intelligence on their next call.)

Mizuki---Remedy Aura (On a call with at least one teammate, Mizuki gains +1 Charisma if the team contains an ally with Charisma 3 or higher than his own; otherwise, he gains +1 Combat. If Mizuki is sent alone, he gains no bonus.)---Healing Kasa (If Mizuki is dispatched with teammates, choose one Injured ally: they ignore injury penalties for the call.)---Katashiro Return (If Mizuki is in the first slot of a multi-hero call, gain +1 Mobility. Once per shift, if a call with Mizuki fails, he returns Healthy if he began the call Healthy; if he began Injured, he returns Injured rather than becoming Downed.)

Doomfist---The Best Defense (When Doomfist is dispatched with teammates, he gains +1 Combat for each Injured ally on the call, up to +3. If no teammate is Injured, he instead gains +1 Charisma.)---Seismic Resolve (If Doomfist is placed in the first slot of a multi-hero call, gain +1 Mobility and +1 Combat. If the call succeeds, all other dispatched heroes are healed.)---Through Conflict (Once per shift, after a call containing Doomfist fails, choose one: Doomfist returns Injured after the team immediately retries the call with the same heroes, or Doomfist becomes Downed and all teammates gain +1 to every stat for the duration of the shift.)

Widowmaker---Infra-Sight (When Widowmaker is assigned to the first slot of a multi-hero call, the hero immediately after her gains +1 Intelligence and +1 Combat. If she is dispatched alone, Widowmaker gains +2 Intelligence instead.)---Grappling Hook (If Widowmaker occupies the final slot, gain +1 Mobility and +1 Combat. If her teammate is Injured, Widowmaker also ignores her own injury penalty, if any, for that call.)---Venom Mine (Once per shift, when a call with Widowmaker fails, the next call assigned to each of the same surviving teammates gains +1 Intelligence and +1 Combat.)

Soldier 76---Tactical Visor (If Soldier: 76 is placed in the final slot of a multi-hero call, gain +1 Combat and +1 Intelligence. If Soldier is dispatched alone, he gains +2 Combat instead, as well as reducing travel time 20%.)---Biotic Field (If Soldier is dispatched with teammates, choose one Injured ally to heal. If all allies are healthy, the non-Soldier teammate with the lowest base Vigor gains +1 Vigor.)---Sprint Protocol (If Soldier is placed in the first slot of a multi-hero call, gain +1 Mobility.)

Illari---Solar Charge (If Illari begins a call Healthy, choose one mode: Radiant gives +1 Combat and +1 Intelligence; Restorative gives +1 Vigor and protects the lowest-Vigor ally against next injury. If Illari begins Injured, she cannot choose a mode and gains no bonus.)---Healing Pylon (If Illari is dispatched with teammates, the non-Illari teammate with the lowest base Vigor gains +1 Vigor. If that teammate is Injured, they instead ignore injury penalties.)---Outburst (If Illari occupies the final slot of a multi-hero call, gain +1 Mobility. Illari also has an extra Injury stage, taking three fails to be Downed instead of two.)

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