- April 28, 2026
- Nix Du
- 9:56 am
Topic: Overwatch Design Studies
Fan design of Overwatch's heroes, levels, events, and balancing.
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.
You can try Sanjay’s Ultimate Ability on this webpage.
Passives
Subrole: Survivor
Passive️
Movement abilities start passive health generation.
Movement abilities start passive health generation.
- 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
Healing allies restore your shields and barrier.
- 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
Bolt shot that tethers a beam to its target. Explodes on continuous beaming.
1 shot per 1.6s (bolt and full beam)
- 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
Four-round homing healing bursts.
- 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
Release an exploding capsule that weakens enemies, reducing their damage dealt.
- 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
Shoot a floating zipline that moves allies on interact. Zipline’s endpoint can be destroyed.
- 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 Health: 500
Barrier Dimensions: 6m (length)
5m (hex radius)
Fire Rate Boost: 35% (Caps at 50%)
Speed Boost: 35%
Fly up in a prism shaped barrier with no front or rear protection. Fire faster with infinite ammo. Enter third person view when healing.
5m (hex radius)
- Increased fire rate also means that the bolts explode faster from beaming, and less interval between healing bursts.
- Sanjay can safely observe a firing enemy by moving crosshair slightly away, so the barrier blocks their shots.
- Sanjay will expose himself to the target he's shooting bolts at, but after the beam connects, he can look to the sides and be protected.
- Sanjay can shield allies in third person while healing them by holding right click. With his passive, Sanjay can restore ~100 barrier health per second when healing teammates.
- When the barrier breaks, the ability ends early and Sanjay falls off.
- Sanjay can't use abilities during Converged Amplifier.
- 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.
Trailing enemies with Photon Lance overfills your next healing burst.
Extended Shelter
Minor Perk
Converged Amplifier’s barrier gains an extended section when healing.
Converged Amplifier’s barrier gains an extended section when healing.
Express Trail
Major Perk
Photon Vector grants allies 30% speed boost for 2 seconds.
Photon Vector grants allies 30% speed boost for 2 seconds.
Spreading Tether
Major Perk
Photon Lance tethers to all enemies in its explosion, consuming more ammo.
Photon Lance tethers to all enemies in its explosion, consuming more ammo.
Design Process
I still couldn’t forget that one April Fools event (2021 I think?) where Moira has the weakening orb, which I used to save my team from a Nano Blade with Beat.
I wanted to make an “enfeebler” hero to introduce the weakening debuff again. It’s the big 26, we have so many get out of jail cards and OP effects in the game – Suzu, Kashimoto Return, Life Grip, Swift Step, on top of increased TTK and less dependency on one-shots, you get what I’m saying. A weaken debuff (50%) wouldn’t be as game breaking as in OW1.
Sanjay has a clear hero fantasy: Force the enemies to comply. Clean, logical, merciless, like an enforcer with a shackle and a taser.
Weapon
Sanjay’s primary fire Photon Lance was one the earliest part in his kit to be confirmed. I wanted the weapon to perform like a reverse Domina, while also inheriting OG Symmetra’s flexible beam feature.
OG Sym: Lock-on beam. Close range.
Domina: A beam and a shot. Long range.
Sanjay: A shot with a lock-on beam. Mid range.
Photon Lance (Old)
️
Reworked for: Beam is not rewarding for hitting a bolt.
Bolt projectile followed by a soft beam that trails the target struck by the bolt. (No explosion in this design)
Bolt projectile followed by a soft beam that trails the target struck by the bolt. (No explosion in this design)
Photon Emitter
️
Discarded for: Lack of conscious usage.
Scan frontal allies and continuously heal them.
Scan frontal allies and continuously heal them.
Photon Lance
️
Final design
Bolt shot that tethers a beam to its target. Explodes on continuous beaming.
Bolt shot that tethers a beam to its target. Explodes on continuous beaming.
Photon Coating
️
Final design
Four-round homing healing bursts.
Four-round homing healing bursts.
Heal, Escape, or Utility?
This is the most headache part.
Do I make the weakening effect from a turret, a grenade, a shot, or a remotely built device? How to make enemies not feel terrible and unavoidable when hit with Weaken, and how to show skill expression when Sanjay peels with this move?
What is his mobility? Should he have an escape ability at all, now that he can Weaken and auto track enemies? Can his movement be used more offensively?
I went with 2 directions: Photon Surge to make Tanks cry less, and Warp to force teleport enemies in your face.
Photon Surge
Shift
🌊
Discarded for: No decision making, lack of utility.
Fill part of an ally's health lost with shields.
Fill part of an ally's health lost with shields.
Revitalize Passive️
Restore both you and ally's shields while healing an ally's non-shield health.
Warp
Shift️
Discarded for: Not supportive to allies, too frustrating for enemies, risk of trolling.
Teleport towards the direction you face and move faster. Tap again to warp nearby enemies too after a wind-up.
Teleport towards the direction you face and move faster. Tap again to warp nearby enemies too after a wind-up.
Reversed Warp
Minor Perk
Reverse enemy Warp’s beginning and destination.
Reverse enemy Warp’s beginning and destination.
Prime Vector
Shift️
Final design
Shoot a floating zipline that moves allies on interact. Zipline’s endpoint can be destroyed.
Shoot a floating zipline that moves allies on interact. Zipline’s endpoint can be destroyed.
Funny Shaped Barrier
I loved Domina’s ultimate. It’s the same barrier but with different shape and location, serving a completely different purpose. Same with Sym’s and Mauga’s.
I want to make an ability with a regular barrier, but works completely differently just because of its shape.
I thought about Mirrorwatch Widow’s waist tall shield, but it’s not fit for serious gameplay unless you want to crouch the whole game. Then this came into mind: What if Sanjay holds up a barrier that blocks from his sides, but not his front? Like a reverse brig shield.
The idea starts as a regular ability. But no, no more shield from non-tanks in Overwatch please — unless it’s an ultimate.
Converged Missles
Shift️
Discarded for: Barrier creep, lacks clear purpose
Hold a tube-shaped barrier that shoots missles from its front opening.
Hold a tube-shaped barrier that shoots missles from its front opening.
Converged Amp...(Old)
Q
Discarded for: Lack of power fantasy, no risk and reward
Fly up in a droplet-shaped barrier that lacks front or rear protection. Fire straight damage or healing beam from its front.
Fly up in a droplet-shaped barrier that lacks front or rear protection. Fire straight damage or healing beam from its front.
Propulsor Prime
Minor Perk
Discarded for: Not needed as a ranged ult.
Hold Shift to propel forward during Converged Amplifier.
Hold Shift to propel forward during Converged Amplifier.
Converged Amplifier
Q
Final design
Fly up in a prism shaped barrier with no front or rear protection. Fire faster with infinite ammo. Enter third person view when healing.
Fly up in a prism shaped barrier with no front or rear protection. Fire faster with infinite ammo. Enter third person view when healing.
"These are broken, these are boring"
After receiving feedbacks and self reflecting:
- The most interesting part of Sanjay’s weapon (tracing beam) is inoffensive. It’s a slightly stronger Moira suck.
- Warp can be incredibly frustrating for enemies, and can also troll your team. Why can a support teleport enemies anyway?
- Ultimate sounds balanced and interesting design wise, but it feels less exciting than, say, Captive Sun or Override Protocol.
Weakening, what I worried about the most, is actually the least problematic part.
My goal changed to:
- Make primary fire lethal after a period of tracing (Sym’s growing damage beam?)
- Rework warp to a new ability. Instead of moving enemies, it moves allies.
- Converged Amplifier should feel more exciting while still be balanced and keep the iconic barrier. Maybe change the shape a bit.
- Also change/remove the perks below.
Final Kit
My final changes included:
- Primary fire ends with an explosion, forcing enemies to break LOS before it happens.
- Warp is now a zipline. It’s like a teleporter with different twists, serving different purposes. Zipline can take on and drop off allies halfway, or launch them at the end with a decent momentum.
- Ultimate has a less secure but more team-oriented shape, plus emergent synergy with primary and secondary fire.
- New passive allows Sanjay to gain tons of barrier during ultimate, as long as he’s healing and not shooting. He can be a reliable moving shelter.
- April 28, 2026
- Nix Du
- 9:56 am