Mama Hong Hero Design | Overwatch Fan Design #4

Topic: Overwatch Design Studies

Fan design of Overwatch's heroes, levels, events, and balancing.

Hero Info

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"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)
Role
Tank
Subrole
Initiator
Health
450 health + 175 armor
Perk XP
1700 (minor) 4400 (major)

Passives

Subrole: Initiator Passive️

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Gain a heal over time by staying airborne.

Ult charge stored:
up to 25%

Concussion Passive️

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Quick melee and Primary fire builds Concussion. Concussed enemies are vulnerable to Manslaughter.

Duration:
4s
Quick melee buildup:
⬤⬤○○
Direct hit buildup:
⬤○○○
Splash buildup:
⬤○○○
  • 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 icon

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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
  • 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 icon

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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
  • 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

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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)
  • 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

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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
  • 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

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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
  • 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

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Imploding an enemy grants 35 overhealth.

Borrowed Force Minor Perk

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Lion Roar releases all projectiles inhaled.

Feather Steps Major Perk

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Toad Pounce can leap for a third time if the second leap lands on a wall too.

Slaughterhouse Major Perk

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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:

  1. 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:

  1. 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:

  1. 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:

  1. Decoy looks identical to Max from enemy POV, using Kiriko’s clone tech in Stadium.
  2. Decoy can’t be healed, revived, or targeted by buffs.
  3. When decoy is active, ally beams fade when attached to Max, similar to Sombra in stealth.
  4. Healing from decoy doesn’t charge Max’s ultimate.

“Watch Closely…”

”Read the wrong hand, didn’t you?”
(On decoy death)

Ace in Play (Ultimate)

Secretly mark self or an ally as an Ace. The Ace instantly revives on death with increased speed and damage, applying Bounty to all who eliminated them.

  • Casting time: 0.3s
  • Deploy time: 1s
  • Ace uptime: 10s
  • Ace health on revive: up to 350
  • Ace damage/speed boost rate: 30%
  • Ace damage/speed boost duration: 5s
  • Bounty uptime: 6s

Notes:

  1. Enemies can hear the ult voiceline on deployed, but don’t know who is the Ace.
  2. Ace only revives once and can’t revive from environmental deaths.
  3. Ace uptime countdown displayed above Ace’s health bar and below Max’s crosshair.

“An ace is on the table. Play wisely.”
(On deploy, to enemies)

“You are my Ace. Fear nothing!”
(On deploy, to Ace&self)

”Ace deployed.”
(On deploy, to allies)


“YOU MISPLAYED
.”
(On revive, to enemies)

“Shall we continue?”
(On revive, to Ace)

 

The Heart (Minor perk)

Using False Tell restores your health up to 50%.

The Diamond (Minor perk)

Bounty Shot can crit enemies.

The Club (Major perk)

Joint Stake heals both sides by at least 5% max health per second.

The Spade (Major perk)

You can do friendly damage to your Ace ally and False Tell decoy.