Day: April 28, 2026

Sanjay Hero Design | Overwatch Design Studies

April 28, 2026 Nix Du 9:56 am Topic: Overwatch Design Studies Fan design of Overwatch’s heroes, levels, events, and balancing. Sort by: Best Expand Menu 💡View Design Process ⬇ 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) You can try Sanjay’s Ultimate Ability on this webpage. Scroll to his ultimate ↓ Passives Subrole: Survivor Passive️ Movement abilities start passive health generation. Notes Ideation Voice Lines Tap to fire only the bolt. Hold to keep spraying the beam. 1.2s of beaming triggers the explosion, and makes the weapon recover for 0.3s before shooting another bolt. The beam disconnects but keep spraying when target is out of LOS or beyond Tethering Range (18m). Player can still spray the beam when bolt misses or after the beam disconnects. The beam’s trailing is more forgiving than Moira’s, but less than Sierra’s. Shoot only bolt headshots for maximum DPS potential. Yes, this weapon feels like a tazer 🙂 Sanjay’s weapon was one the earliest part in his kit to be confirmed. I wanted the weapon to perform like the reverse of Domina’s, and inherit OG Symmetra’s flexible beam. Until around March, the beam was designed to tether to the target until LOS breaks. After Sierra is revealed, and receiving feedback from other designer friends, I differentiated Photon Lance from Sierra’s Tracker Shot by moving a big chunk of damage to the end of each shot as an “explosion”. This gives the enemy a defined period to break LOS, and also requires Sanjay to constantly reapply bolt shots. “Trace established.” “Detonation!” On elimination: “One at a time.” Reconstitution Passive️ Healing allies restore your shields and barrier. Shields restore rate: 20% of healing done Barrier restore rate: 120% of healing done Additional notes Shields restore rate is half as fast as the Medic subrole passive’s self-heal rate. Barrier restoring applies to Sanjay’s ultimate, where he can repair his prism shaped barrier by ~100 per second. Weapon Photon Lance ️ Type Weapon (Primary Fire) Effect Type Projectile + Projectile beam Bolt shot that tethers a beam to its target. Explodes on continuous beaming. Damage: 60 (bolt) + 72 over 1.2s (beam) + 40 (explosion) Headshot: √, 2x (bolt) Fire Rate: 1 shot per 0.5s (bolt only)1 shot per 1.6s (bolt and full beam) Projectile Speed:90m/s (bolt and beam) Beam tethering range:18m Beam maximum range:30m Explosion radius:3m Ammo:100 Ammo cost:5 (bolt) + 12.5/s (beam) Reload time:1.5s Additional Notes Ideation Voice Lines Tap to fire only the bolt. Hold to keep spraying the beam. 1.2s of beaming triggers the explosion, and makes the weapon recover for 0.3s before shooting another bolt. The beam disconnects but keep spraying when target is out of LOS or beyond Tethering Range (18m). Player can still spray the beam when bolt misses or after the beam disconnects. The beam’s trailing is more forgiving than Moira’s, but less than Sierra’s. Shoot only bolt headshots for maximum DPS potential. Yes, this weapon feels like a tazer 🙂 Sanjay’s weapon was one the earliest part in his kit to be confirmed. I wanted the weapon to perform like the reverse of Domina’s, and inherit OG Symmetra’s flexible beam. Until around March, the beam was designed to tether to the target until LOS breaks. After Sierra is revealed, and receiving feedback from other designer friends, I differentiated Photon Lance from Sierra’s Tracker Shot by moving a big chunk of damage to the end of each shot as an “explosion”. This gives the enemy a defined period to break LOS, and also requires Sanjay to constantly reapply bolt shots. “Trace established.” “Detonation!” On elimination: “One at a time.” 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 after landing:0.2s Explosion Radius: 4m Explosion Damage: 5 Damage Reduction Rate:50% Weaken Duration:2.5s Additional notes Voice Lines The Capsule rolls for 0.2s before detonating. Weakened enemies get audio and VFX feedback, plus a sound filter to make hits sound lighter. When there’s more than 1 Sanjay on a team, their Weakens don’t stack. Weaken is subtractive, not multiplicative. A player with nano boost (150% damage) drops back to 100% when weakened. “Neutralizing aggression.” “Pacification complete.” “Stand down!” Prime Vector Shift️ Type Ability Cooldown 14 seconds Effect Type Movement + Area Shoot a floating zipline that moves allies on interact. Zipline’s endpoint can be destroyed. Deploy Time:0.5s Max Distance:25m Zipline Speed:18m/s Zipline Uptime:6s Zipline Endpoint Health:125 Additional notes Voice Lines Zipline can start and end in the air, not attached to any surface. Zipline is two-wayed, but only its endpoint (not origin) has the destroyable device. Press interact to attach to zipline and start moving towards the direction based on player’s movement input before connecting. Players on zipline are vulnerable to most hard and soft CCs. Press Jump to detach and jump off the zipline. Like Teleporter, a player need to wait for 1s before using it again. Sanjay can hold Shift to immediately start ziplining after casting. Sanjay’s Photon Lance beam can still tether enemies while ziplining. Zipline’s interact priority is lower than Teleporter and Lifeline, but above everything else. “Position realigned.” “Moving important personnel.” Converged Amplifier Q Type Ultimate Ability Cost 2250 pts Effect Type – Fly up in a prism shaped barrier with no front or rear protection. Fire faster with infinite ammo. Enter third person view when healing. Cast Time: 0.6s Duration: 8s Barrier

Mama Hong Hero Design | Overwatch Design Studies

April 28, 2026 Nix Du 5:00 am Topic: Overwatch Design Studies Fan design of Overwatch’s heroes, levels, events, and balancing. Sort by: Best Expand Menu 💡View Design Process ⬇ 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) Mama Hong is a dive tank with decent poke capability. Drawing inspiration from Hazard and Mauga, she makes space by marking enemies with Concussion from a distance, exposing them to Manslaughter’s impact. By hitting skill shots midair, she can dive into enemy backlines and do heavy damage. Her ultimate is a combo of Soft CC + Survival like Orisa’s Terra Surge, but is vulnerable to multiple enemy sightlines. She makes up for it with a long range finisher. Passives Subrole: Initiator Passive️ Gain a heal over time from using movement ability. Concussion Passive️ Quick Melee and Primary Fire apply Concussion, making enemies vulnerable to Manslaughter. Duration: 4s Additional notes Voice Lines Narratively, Mama Hong is a master of the Metal Wuxing element. Unlike Anran’s Ignite, tanks don’t have extra consussion resistance. 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 cannonballs that apply Concussion on direct hit. Cast Time: 0.3s Damage: 40 (Impact) + 10~50 (splash) Splash radius:2.5m Rate of fire:1 round per 0.9s Projectile speed:50m/s Projectile radius:0.325m Ammo:5 Reload time:1.5 seconds Additional notes Voice Lines Each shot has a cast time like mei, and a falling arc like torbjorn. Splash damage doesn’t apply Concussion. Visually, the explosion is a golden ripple with a bell-like sound. Elimination: “Crushed under the might.” Elimination: “Daa dou nei saang saai!” (Crushed to pieces!) Abilities Manslaughter E️ Type Ability Cooldown 8 seconds Effect Type Area + Targeted Slam weapon to send enemies upward. Implode Concussed enemies hit. Cast time:0.5s Impact radius: 12m Implosion Delay:0.6s Damage:5~25 (shockwave) + 100 (implosion) Launch height:3m Additional notes Voice Lines Shockwave is blocked by environment and barrier. Shockwave is spherical. 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 onto a wall and launch yourself from it. Damage: 25 Leap range:12m (arc) Max duration on wall:2s Launch range:2026m (arc) Additional notes Voice Lines When landing on a wall, Mama Hong can stick to the wall for up to 2s, during which she can choose to drop off or leap off it. Mama Hong can attack or use Manslaughter when leaping or on a wall. Cooldown starts on the second leap. A subtle shout on jump, and a toad sound on wall-landing. On regular landing: “Featherweight!” Iron Mantle ️ Type Ability Cooldown 8 seconds Effect Type – Maintain a bowl-shaped barrier and take half of its damage mitigated. Barrier dimension:2.25m radius hemisphere Barrier health: 450 Barrier duration: 0.4s ~ 3s Move speed penalty: -40% Additional notes Voice Lines Can be cancelled early. The barrier moves and turns with Mama Hong, but doesn’t block attacks from within or behind. Mama Hong can’t attack during Iron Mantle, except Quick Melee. Since Mama Hong takes half of its damage mitigated, enemies can see and hear hitmarkers when hitting the barrier. “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 Inhale to slowly pull frontal enemies and absorb frontal projectiles, then release a soundblast with knockdown. Rrange: 16m, 55° cone (Pull, Absorb, Soundblast) Duration: 2s~4s Pull speed: 2m/s (first 0.5s) 8m/s (after 0.5s) Soundblast damage: 125 Soundblast Knockdown duration: 2s Additional notes Voice Lines Mama Hong can look around but can’t move, attack, or cast abilities during Lion Roar. Barriers block the pull and soundblast. Casts instantly. 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. Echoing Bell Major Perk Quick Melee hit during Iron Mantle applies Concussion to enemies within 6 meters. Design Process Hero Fantasy Mama Hong has been the forbidden knowledge of the community. Teased well before Overwatch’s 2016 launch, her “Manslaughter” ability was memed upon. Anyone who pays attention can find her resemblance of the Landlord Auntie in Kung Fu Hustle. This character is a spicy, blunt Landlady, who is also a kind hearted Kung Fu legend that mastered the skill of “Lion Roar“, using soundwave to destroy enemies and even buildings. She also puts up great defense using her “Chi”. It’s been my obsession to make Mama Hong into a real hero that uses “Manslaughter”, “Lion Roar” and “Chi” defense. I also want to shed lights upon other Kung Fu skills in the movie, like “Toad Stance” and “Iron Ring Punch”. Dual Weapon? Marks? Gameplay wise, I initially wanted her to be a dual weapon bruiser. Unlike Torbjorn and Mercy, she will actually use both weapons with maximum efficiency. I also gave her the “marker” gameplay identity: Mark enemies with ignition, then make them combust. Enemies marked will think twice before engaging Mama Hong, hence space is made. Her two weapons both feature a left click (normal attack) and right click (special attack). Using special attack makes her switch to the other. So her flow will be: Attack – Special (switch) – Attack – Special (switch)… Rising Maw (Old) Wpn1 Reworked for: Too many ignite effects in the game, resulting in unwanted team-up benefits.