Day: April 28, 2026

Sanjay Hero Design | Overwatch Fan Design #5

April 28, 2026 Nix Du 9:56 am Topic: Overwatch Design Studies Fan design of Overwatch’s heroes, levels, events, and balancing. Expand Hero Info “Order. Is. Liberation.” Using one-of-a-kind technologies, Sanjay executes necessary evil under Vishkar and Talon, shaping the world into his vision of absolute order. RoleSupport SubroleSurvivor Health100 health + 150 shields Perk XP1700 (minor) 4500 (major) Passives Subrole: Survivor Passive️ Movement abilities start passive health generation. Reconstitution Passive️ Healing allies restore your shields and barrier. Shields restore rate: 20% of healing done Barrier restore rate: 100% of healing done Additional notes Voice Lines Shields restore rate is half as fast as the Medic subrole passive’s self-heal rate. Barrier restoring is potent, applying only to Sanjay’s ultimate. Weapon Photon Lance ️ Type Weapon (Primary Fire) Effect Type Projectile + Projectile beam Bolt projectile followed by a soft beam that trails the target struck by the bolt. Damage: 60 (bolt) + 60 over 1s (beam) Headshot: √, 2x (bolt) Fire Rate: 1 shot per 0.5s (bolt only)1 shot per 1.2s (bolt and full beam) Projectile Speed:90m/s (bolt and beam) Beam range:20m Ammo:100 Ammo cost:15 (bolt) + 10/s (beam) Reload time:1.5s Additional notes Voice Lines Tap to fire only the bolt. Hold to keep spraying the beam. Player can still spray the beam when bolt misses. The beam’s trailing is very forgiving, like Symmetra’s original weapon. Shoot only bolts for maximum DPS potential. Yes, this weapon feels like a taser 🙂 “Trace established.” On elimination: “No use in struggling.” Photon Coating ️ Type Weapon (Secondary Fire) Effect Type Projectile Four-round homing healing bursts. Healing: 14/round Fire Rate: 4 rounds in 0.4s (+0.5s recovery) Projectile Speed:40m/s Lock-On Range: 25m Ammo:32 Additional notes Voice Lines Projectile locks onto an ally within 25m, and still have a slight auto-homing beyond that range. Alternate between damage (left) and heal (right) to maximize total output. “Hard light reinforcement.” “Restoring structural integrity.” Abilities Compliance Capsule E️ Type Ability Cooldown 15 seconds Effect Type Arcing Projectile Release an exploding capsule that weakens enemies, reducing their damage dealt. Projectile Speed:30m/s Explosion Delay:0.5s Explosion Radius: 4m Explosion Damage: 5 Weaken Rate:-50% damage reduction Weaken Duration:2.5s Additional notes Voice Lines The Capsule bounces and rolls for 0.5s before detonating. Weakened enemies get audio and VFX feedback, plus a sound filter to make hits sound lighter. Weaken caps at 50%. “Neutralizing aggression.” “Pacification complete.” “Stand down!” Warp Shift️ Type Ability Cooldown 14 seconds Effect Type Movement + Area Teleport towards the direction you face and move faster. Tap again to warp nearby enemies too after a wind-up. Cast time:0.3s Warp distance:15m Speed boost:30% for 3s Enemy Warp windup:0.75s Enemy Warp selection radius:4m (around warp’s starting point) Additional notes Voice Lines Before Sanjay warps enemies, they have a total of 1.05 seconds to reach and walk out of the range. Sanjay can teleport towards any direction. Enemies warped gain no speed boost from Warp. Environmental kill is achievable, but unreliable. Plus, Sanjay might fall too. “Position realigned.” On enemy warp: “You are out of place.” On enemy warp: “Moving the problem.” Converged Amplifier Q Type Ultimate Ability Cost 2250 pts Effect Type Beam Fly up in a droplet-shaped barrier that lacks front or rear protection. Fire long-range damage or healing beam from its front. Cast Time: 0.75s Duration: 10s Barrier Health: 600 Barrier Dimensions: 10m (length)1.5m (front opening radius)2.6m (belly radius)1m (rear opening radius) Damage: 160/s Healing: 120/s Beam Range: 30m (damage/healing) Additional notes Voice Lines The barrier lacks front protection and fires a straight beam, meaning enemies can shoot back when shot by Sanjay. Sanjay can safely observe a firing enemy by moving crosshair slightly away, so the barrier blocks their shots. Unlike most flying ults, Converged amplifier doesn’t grant speed. With his passive, Sanjay can restore 100 barrier health per second when healing teammates, enabling a conservative “shield+heal” playstyle. This is not always optimal, as Sanjay does less healing than damage during Converged Amplifier. The ability ends when the barrier breaks. To enemy/self: “व्यवस्था ही मुक्ति है।” (ORDER. IS. LIBERATION.) To allies: “Chaos ends in my design.” Perks Repurposed Energy Minor Perk Trailing enemies with Photon Lance overfills your next healing burst. Propulsor Prime Minor Perk Hold Shift to propel forward during Converged Amplifier. Reverse Warp Major Perk Reverse enemy Warp’s beginning and destination. Vector Piercer Major Perk Photon Lance fires piercing bolts and beams through multiple enemies. The House (Weapon) Primary Fire Smart pistol with red dot scope. Damage: 35-17.5 Falloff range: 20-35m Rate of fire: 3 shots/s Projectile speed: hitscan Projectile radius: 0.1m Notes: The weapon’s gun play is clicky, clean and controlled, with modest audio and tactile recoil animation, but no actual recoil. “Predictable.”(On crit elimination) “You should have folded.”(On elimination) Bounty Shot – Alt Fire Take aim to release a shot that applies Bounty on hit, healing anyone who damages them. Cooldown: 6s Damage: 60-30, plus 40 over 4s Falloff Range: 30-45m Projectile speed: 125m/s Projectile radius: 0.2m Bounty uptime: 6s Bounty lifesteal rate: 25% Notes: Bounty’s healing charges Max’s ultimate. “Bleed the pot.”(To self/target) “Claim your cuts from them.”(To Allies) Joint Stake (E) Select an ally to echo healing received and partially transfer damage taken, going both ways. Cooldown: 0s Healing echo rate: 33% (generate extra) Damage transfer rate: 33% (deducted from ally) Out of sight uptime: 3s Damage transfer stops when the transfer target is below 33% health. Notes: Echoed healing charges Max’s ultimate. “Our interests aligns.” ”We share the stake now.” False Tell (Shift) Dash and release an identical decoy at the opposite direction. The decoy performs weaker attacks and heals you when it takes damage. Cooldown: 12s Dash distance: 8m Decoy release distance: 8m (opposite direction) Decoy max uptime: 5s Decoy healing rate: 50% of its damage taken Decoy damage output: -75% Notes: Decoy looks identical to Max from enemy POV, using Kiriko’s clone tech in Stadium. Decoy can’t be healed, revived, or targeted by buffs. When decoy is active, ally beams fade when attached to Max, similar to Sombra in stealth.

Mama Hong Hero Design | Overwatch Fan Design #4

April 28, 2026 Nix Du 5:00 am Topic: Overwatch Design Studies Fan design of Overwatch’s heroes, levels, events, and balancing. Expand Hero Info “Float like feather, strike like steel.” A reputable landlord and a legendary WuXing metalbender, Mama Hong came out of retirement to protect her land against Talon-affiliated forces. Full Name洪滿山 (Hong Mun Saan) RoleTank SubroleInitiator Health450 health + 175 armor Perk XP1700 (minor) 4400 (major) Passives Subrole: Initiator Passive️ Gain a heal over time by staying airborne. Ult charge stored: up to 25% Concussion Passive️ Quick melee and Primary fire builds Concussion. Concussed enemies are vulnerable to Manslaughter. Duration: 4s Quick melee buildup: ⬤⬤○○ Direct hit buildup:⬤○○○ Splash buildup:⬤○○○ Additional notes Voice Lines Narratively, Mama Hong is a master of the metal Wuxing force. Unlike Anran’s Ignite, tanks don’t have extra consussion resistance. Mama Hong can concuss an enemy instantly with a direct hit + melee combo. Concussion don’t have any effect besides enabling Manslaughter’s detonation. Concussed enemy hears a dull metal sound and sees subtle ripples on the corners of the screen. Weapon Rising Maw ️ Type Weapon (Primary Fire) Effect Type Arcing Projectile Arcing cannonball that builds Concussion. Damage: 40 (Impact) + 20~40 (splash) Splash radius:2.5m Rate of fire:1 round per 0.85s Projectile speed:55m/s Projectile radius:0.325m Ammo:5 Reload time:1.5 seconds Additional notes Voice Lines Has a falling arc between Zarya’s alt fire and Torbjorn’s primary fire. Concussion buildup from splashing is the same regarless of how much the damage is. Elimination: “Crushed under the might.” Elimination: “Daa dou nei saang saai!” (Crushed to pieces!) Abilities Manslaughter ️ Type Ability Cooldown 8 seconds Effect Type Area + Targeted Slam weapon down to make a shockwave, imploding nearby Concussed enemies. Cast time:0.5s Impact radius: 12m Detonation Delay:0.5s Damage:10~60 (shockwave) + 80 (detonation) Launch height:4m Additional notes Voice Lines Shockwave is blocked by environment and barrier. The shockwave launches enemies lower than Wreckingball’s Piledriver, but disrupts enemy movement all the same. Manslaughter. “Reverberate!” “Baau! (Implode!)” “Break!” Toad Pounce Shift️ Type Ability Cooldown 8 seconds Effect Type Movement Leap forward. Land on a wall to take another longer leap. Damage: 1 First leap range:10m (aiming up), 12m (aiming forward) Max duration on wall:3s Second leap range:15m (aiming up), 18m (aiming forward) Additional notes Voice Lines Both leaps are loud on launch and quite on landing. Landing is light and soft, but can be combined with Manslaughter. When landing on a wall, Mama Hong can stick to the wall for up to 3s. Mama Hong can shoot during the leap, but not when on the wall. A subtle shout on jump, and a toad sound on wall-landing. On regular landing: “Featherweight!” Golden Bell E️ Type Ability Cooldown 14 seconds Effect Type – Wield a bell-shaped barrier, increasing Concussion buildup. Barrier size:3.5m (radius) + 9m (height) Barrier health: 450 Barrier duration: 3s Additional notes Voice Lines The barrier moves with Mama Hong, but doesn’t block attacks from within it, unlike Zarya’s barrier. Mama Hong builds 1 extra tick of concussion per hit during Golden Bell’s uptime. “Sanctuary!” “Gam Dzung Dzau!” (Golden Bell Shield!) On barrier broken: “Caang m’ zyu laa!” (Can’t hold it anymore!) Lion Roar Q Type Ultimate Ability Cost 2150 pts Effect Type Area + Projectile Beam Continuously pull fontal enemies towards you while inhaling projectiles, then release a linear soundblast with knockdown. Pull range: 20m, 55° cone Pull speed: 9m/s (while applying 50% slow) Inhale range: 6m, 105° cone Inhale/pull duration: 2s~4s Soundblast radius: 1.5m~3m Soundblast length: 10m~20m (length) Knockdown duration: 1s~2s Additional notes Voice Lines Can’t move, attack, or cast abilities during Lion Roar. Only affects frontal enemies/projectiles. The 50% slow applied means enemies are pulled at a speed of 6~12m/s depending on their walking direction. Their speed of escaping when not getting pulled is the normal 5.5~6m/s. Barriers block the pull. Enemies above or below are pulled as well. The cast is instant, making it a viable “parry” move. To enemies/self: “SII…” “HAAU!” To allies: “Lioooon…” “Roar!” On elimination: “M’ sai zang zaat!” (Don’t even try fighting back!” Perks Brute Force Minor Perk Imploding an enemy grants 35 overhealth. Borrowed Force Minor Perk Lion Roar releases all projectiles inhaled. Feather Steps Major Perk Toad Pounce can leap for a third time if the second leap lands on a wall too. Slaughterhouse Major Perk Elimination inside Golden Bell resets Manslaughter cooldown. The House (Weapon) Primary Fire Smart pistol with red dot scope. Damage: 35-17.5 Falloff range: 20-35m Rate of fire: 3 shots/s Projectile speed: hitscan Projectile radius: 0.1m Notes: The weapon’s gun play is clicky, clean and controlled, with modest audio and tactile recoil animation, but no actual recoil. “Predictable.”(On crit elimination) “You should have folded.”(On elimination) Bounty Shot – Alt Fire Take aim to release a shot that applies Bounty on hit, healing anyone who damages them. Cooldown: 6s Damage: 60-30, plus 40 over 4s Falloff Range: 30-45m Projectile speed: 125m/s Projectile radius: 0.2m Bounty uptime: 6s Bounty lifesteal rate: 25% Notes: Bounty’s healing charges Max’s ultimate. “Bleed the pot.”(To self/target) “Claim your cuts from them.”(To Allies) Joint Stake (E) Select an ally to echo healing received and partially transfer damage taken, going both ways. Cooldown: 0s Healing echo rate: 33% (generate extra) Damage transfer rate: 33% (deducted from ally) Out of sight uptime: 3s Damage transfer stops when the transfer target is below 33% health. Notes: Echoed healing charges Max’s ultimate. “Our interests aligns.” ”We share the stake now.” False Tell (Shift) Dash and release an identical decoy at the opposite direction. The decoy performs weaker attacks and heals you when it takes damage. Cooldown: 12s Dash distance: 8m Decoy release distance: 8m (opposite direction) Decoy max uptime: 5s Decoy healing rate: 50% of its damage taken Decoy damage output: -75% Notes: Decoy looks identical to Max from enemy POV, using Kiriko’s clone tech in Stadium. Decoy can’t be healed, revived, or targeted by buffs. When decoy is active, ally beams fade when attached to Max, similar to Sombra in stealth. Healing from decoy doesn’t