Every hero in the Overwatch 2 Stadium has unique powers, allowing players to get unique buffs to get an edge in their fights and outclass their enemies.
While you’re spoiled for choice in Overwatch 2 Stadium, you can only choose four in any match, all playing a key role in shaping your build. Unlike items, where you can buy them based on credit, you can only add one power to your kit in odd-numbered rounds, such as one, three, five, and seven.
Table of contents
All heroes and powers in Overwatch 2 Stadium

Here are different class-based hero tables showing all 17 heroes in their roles in Overwatch 2 Stadium and their available powers to choose:
All Tank hero powers in Overwatch Stadium
Here are all the hero powers that the tanks can take in Stadium:
Hero | Powers |
---|---|
D.Va![]() | Countermeasures: When you mitigate 150 damage with Defense Matrix, automatically fire two Micro Missiles. Express Detonation: Self-Destruct explodes 15 percent faster. Facetanking: Defense Matrix heals you for 30 percent of the damage it blocks. Focused Fusion: Fusion Cannon’s spread is reduced by 66 percent, and the damage falloff range is 20 meters farther. Ignition Burst: Boosters leave a trail of lava that deals 30 damage every second. Legendary Loadout: Micro Missiles are placed with six heavy rockets, which deal 350 percent more explosive damage and have 100 percent increased radius. MEKA Punch: While using Boosters, quick melee deals 75 percent more damage. MEKA punch eliminations reset the cooldown of Boosters. Overstocked: Gain one extra charge of Micro Missiles. Party Protector: When you use Self-Destruct, allies within Self-Destruct radius gain 250 overhealth for eight seconds. Stat Boost: During the first two seconds of Boosters, Defense Matrix recovers 100 percent faster. Tokki Slam: During Boosters, use crouch to slam the ground, dealing damage equal to 20 percent of your max armor and knocking up enemies hit. Ultrawide Matrix: Increase the size of Defense Matrix by 50 percent and its duration by 20 percent. |
Junker Queen![]() | Blade Parade: Holding Jagged Blade charges it, increasing its damage by up to 35 percent and causing it to knockback. Bloodcrazed: Rampage and Carnage gives 15 percent of max life as overhealth per hit. Bow Down: Rampage now also knocks down enemies hit for 1.5 seconds. Chop Chop: Carnage gains an additional charge, but its cooldown reduction per hit is reduced to one second. Cut ’em, Gracie!: Each enemy hit by Jagged Blade while it returns to you reduces its cooldown by one second. Let’s Go Win: Eliminations reset the cooldown of Commanding Shout. Merciless Magnetism: Using Commanding Shout causes your Jagged Blade to home in on a target. Reckoner’s Roar: Using Commanding Shout wounds enemies within 10 meters for 30 damage over three seconds. Royal Bullets: Scattergun critical hits against targets within 12 meters apply a wound for 30 damage over three seconds. Soaring Stone: Carnage becomes a leaping strike if you jump during its cast time Thrill of Battle: Adrenaline Rush also heals allies within 12 meters for 50 percent of the amount it heals you. Twist the Knife: Scattergun critical hits extend the duration of all wounds on the target by 0.5 seconds. |
Orisa![]() | Advanced Throwbotics: When you use Javelin Spin, launch an Energy Javelin with 50 percent less damage. Centripetal Charge: 25 percent ultimate cost reduction. After using Terra Surge, reset your ability cooldowns. Factory Reset: While Fortify is active, Javelin Spin and Energy Javelin gain 25 percent cooldown reduction. Hooves of Steel: After Fortify ends, gain shields equal to 50 percent of the damage received during Fortify. Resets when you next use Fortify. Hot Rotate-o: Javelin Spin gains 35 percent cooldown reduction but now generates heat. Lassoed: On impact, Energy Javelin will pull enemies within four meters towards itself. Restortify: While Fortify is active, heal for 10 percent of your max life every second. Ride With Me: While Fortify is active, grant allies in line of sight 30 percent move speed and overhealth equal to 10 percent of your max life. Scorched Earth: When you overheat, apply burning to enemies within six meters, dealing damage equal to 10 percent of your max life over five seconds. Shield Divergence: When you overheat, deploy a barrier with 600 health in front. Spynstem Update: Javelin Spin now deflects projectiles and grants 20 percent of damage dealt from deflecting as an ultimate charge. Supercharger: When you use Terra Surge, drop a Supercharger that increases the damage of nearby allies by 25 percent for 15 seconds. |
Reinhardt![]() | Amplification Barrier: Friendly projectiles that pass through your Barrier Field deal 15 percent more damage. Barrier Reconstruction: When you deal damage with Rocket Hammer or Fire Strike, restore health to Barrier Field equal to 10 percent of its max health. Blazing Blitz: After using Earthshatter, every Rocket Hammer swing launches a Fire Strike for four seconds. Feeling the Burn: Every third Rocket Hammer swing applies burn, dealing 30 percent Rocket Hammer damage over two seconds. Impact Burst: Fire Strike triggers an explosion the first time it hits an enemy, dealing 20 percent of its damage in a three-meter radius. Magma Strike: If Fire Strike is cast twice within two seconds, the second strike leaves a trail of lava that burns enemies for 50 percent of Fire Strike damage. Shield Stampede: 50 percent Charge knockback power. During Charge, automatically deploy Barrier Field. Smashing!: When you deal damage with Rocket Hammer, gain five percent move speed and four percent weapon lifesteal for three seconds, stacking up to five times. To Me, My Friends!: While Barrier Field is active, allies within five meters are healed equal to three percent of your max life every second. Vanguard: Charge grants nearby allies overhealth equal to 10 percent of your max life and 20 percent move speed for three seconds. Vroom Boom Boom: During Charge, colliding with a wall triggers an explosion that deals 30 percent of Charge’s pin damage. Wilhelmwagen: While Barrier Field is deployed, you heal for 15 percent of the damage it mitigates and gain 30 percent move speed. |
Zarya![]() | Barrier Benefits: When Barriers expire, grant overhealth equal to 50 percent of remaining Barrier health to the target for three seconds. Containment Shield: Barrier heals 25 life, increased by Energy, and grants 20 percent move speed while active. Fission Field: Projected Barrier also applies to one additional ally within 10 meters, but has 20 percent reduced duration. Graviton Anomaly: 25 percent ultimate cost reduction. Base damage is increased to 30 and increased by Energy, but has 50 percent reduced duration. Here to Spot You: Projected Barrier Pulls you to the targeted ally and heals you for 15 percent of max life over three seconds. Lifelift: +50 percent Particle Barrier size. Increase Particle Barrier health by 100 percent of bonus max life. Major Flex: Barrier knocks back and deals 25 damage, increased by Energy, to enemies within five meters every second. No Limits: Maximum Energy increased to 150. Energy always decays above 100 Energy at a 150 percent faster rate. Particle Accelerator: Gain 15 percent attack speed for Particle Cannon’s secondary fire. After using an ability, quadruple this bonus for five seconds. Piercing Beam: Above 80 Energy, Particle Cannon’s primary fire will pierce enemies. Pre-Workout: Gain weapon lifesteal and ability lifesteal equal to 20 percent of Energy. Volskaya Vortex: After a Barrier is cast, Particle Cannon’s next secondary fire spawns a slowing vortex that deals 100 damage over two seconds. |
All Damage hero powers in Overwatch Stadium
Here are all the powers that the damage heroes can take in Stadium:
Hero | Powers |
---|---|
Ashe![]() | B.O.B. Jr.: B.O.B. costs 50 percent less ultimate charge but has reduced life, 50 percent reduced attack speed, and is significantly smaller. Calamity: Using Coach Gun reloads two ammo. The Viper’s next two hits deal 40 additional damage over three seconds. Double Barreled: Coach Gun gains an additional charge. Early Detonation: Shooting Dynamite reloads five ammo and reduces the cooldown of Dynamite by three seconds. Head Honcho: Each unscoped shot you land increases the damage of the next scoped shot you land by three percent, up to 30 percent. Resets on reload. Incendiary Blast: Coach Gun applies burning, dealing 100 damage over five seconds. If the target was burning, deal 75 additional damage instantly. Incendiary Rounds: While scoped, hitting the same target without missing deals 30 extra damage. Molten Munitions: When Dynamite explodes on the ground, it leaves lava that burns enemies for 50 every second. My Business, My Rules: When you deal damage to a burning enemy with The Viper, reduce the cooldown of your abilities by 10 percent. Out with a Bang: When Dynamite explodes, it spawns three sticky explosives that deal 66 percent reduced damage. Partners in Crime: You are healed for 100 percent of B.O.B.’s damage dealt, and B.O.B. is healed for 100 percent of your damage dealt. Reload Therapy: When you reload a shot, heal three percent of your life. |
Cassidy![]() | Barrel Roll: Combat Roll takes you 50 percent further and deals 65 damage to enemies. Bullseye: Critical hit reduces Combat Roll’s cooldown by two seconds. Dead Man Walking: Eliminating an enemy you’ve recently critically hit grants one max ammo for the round. Easy Rider: While using Deadeye, gain 100 overhealth and 25 percent move speed. Flash in the Pan: Eliminating an enemy recently damaged by Flashbang grants 15 percent ultimate charge. Full House: For each ammo available, Peacekeeper’s primary fire gains one percent increased damage, up to 25 percent. Hot Potato: Flashbang adds three extra ammo on hit until Peacekeeper is reloaded. Just Roll With It: During Combat Roll, prevent all incoming damage. After Combat Roll ends, heal 30 percent of your life over three seconds. Quick Draw: After using Combat Roll, Peacekeeper’s next primary fire can auto-aim within nine meters while under cooldown. Sunrise: Using Deadeye slows all visible enemies for 1.5 seconds. Sunset: Deadeye eliminations grant a 15 percent ultimate charge each. Think Flasht: When you start a Combat Roll, leave a Flashbang behind. |
Genji![]() | Cybernetic Speed: Dealing damage with Shuriken grants two percent Shuriken attack speed for three seconds, stacking up to 15 times. Deflect-O-Bot: +50 percent deflected projectile speed. During the first 1.5 seconds of Deflect, automatically deflect projectiles towards enemies. Dragon’s Breath: Dragonblade swings launch a large piercing projectile that deals 50 percent of Dragonblade’s damage. Forged Under Fire: While Deflect is active, heal for 60 percent of the damage it prevents. Hanamura Healing: Critical hits and Swift Strike grant overhealth equal to 25 percent of their damage dealt for five seconds. Hashimoto’s Bane: After using an ability, your next secondary fire throws two extra Shuriken that seek enemies but deal 50 percent less damage. Hidden Blade: Gain 50 percent melee lifesteal and increase quick melee damage by 25. Iaido Strike: After Deflect ends, quickly swing your Dragonblade once. Laceration: Swift Strike deals 25 percent additional damage over three seconds to enemies hit. Sacred Shuriken: Shuriken’s primary fire throws two additional Shuriken that don’t consume any ammo. Spirit of Sojiro: When Deflect stops incoming damage, reduce the cooldown of Swift Strike by one second, up to five seconds. Wyrm’s Maw: Targets hit by Shuriken take 10 percent more damage from Swift Strike for four seconds, stacking up to five times. |
Mei![]() | Avalanche: Visible enemies within 20 meters of Blizzard are slowed by 25 percent. Blizznado: While within Blizzard, heal five percent of your life every second. Coulder: Cryo-Freeze now encases you in a rolling iceball that can knock back enemies and deal 10 damage. Cryclone: Cryo-Freeze Spawns a mini Blizzard that slows enemies. Extendothermics: Endothermic Blaster’s primary fire range is increased by six meters. Frost Armor: Gain armor equal to five percent of the primary fire damage you deal, up to 100, until the end of the round. Frost Nova: When Cryo-Freeze ends, knock back nearby enemies, dealing 60 damage. Iceberg: Ice Wall spawns a mini Blizzard that slows enemies. Permafrost: Increase your max health by 50 percent of your ability power. Slowball: Endothermic Blaster’s secondary fire now shoots a snowball that applies 40 percent slow for one second on critical hit. Snowball Flight: Jumping while mid-air creates a large Ice Wall pillar under you. Twice as Ice: When you use Cryo-Freeze, reset the next cooldown of Ice Wall. |
Reaper![]() | Backstabber: After using an ability, your next shot deals 50 percent additional damage over three seconds to enemies struck from behind. Death Step: After using Shadow Step, cast Death Blossom for 1.5 seconds with 50 percent reduced damage. Ghosted: While in Wraith Form, passing through enemies slows their move speed and attack speed by 30 percent for three seconds. Harvest Fest: Hellfire Shotgun hits have a 10 percent chance to spawn a Soul Globe. When picked up, restore 25 percent life, 25 percent ammo, and gain 25 percent move speed for three seconds. Revolving Ruin: Close-range Hellfire Shotgun hits grant five percent attack speed for one second, stacking up to eight times. Shared Siphon: The Reaping also heals the nearest ally within 10 meters for 30 percent of Reaper’s damage dealt. Shrouded Shrapnel: Using Wraith Form increases the number of pellets per shot in your next magazine by 25 percent and its spread by 50 percent. Silent as the Grave: Your footsteps and Shadow Step are significantly quieter. Spirited to Slay: Eliminations reset your cooldowns. Strangle Step: After using Shadow Step, double your lifesteal for three seconds. Vampiric Touch: Hits with quick melee mark enemies for five seconds. Allies gain 20 percent lifesteal against marked enemies. Wraith Renewal: While in Wraith Form, restore 10 percent of your life every second. Double this while below 50 percent life. |
Soldier: 76![]() | Back Off: Enemies within your Biotic Field take damage equal to 100 percent of its healing output. Biotic Bullseye: While in Biotic Field, critical hits restore five percent max ammo and extend the duration of Biotic Field by 0.5 seconds, up to five seconds. Chaingun: While continuously shooting Pulse Rifle, each shot grants 0.5 percent weapon power, stacking up to 100 times. Cratered: Increase Helix Rocket explosion radius by 40 percent and explosion damage by 25 percent. Double Helix: Helix Rocket fires a second homing Helix Rocket that deals 70% reduced damage. Frontliners: Allies in range of your Biotic Field when it spawns gain overhealth equal to 30 percent of your max life for three seconds. Hunker Down: When Helix Rocket deals damage, create a Biotic Field with a 70 percent reduced duration at your position. Man on the Run: During Sprint, restore 10 percent of your ammo every second and increase your max ammo by 10 percent until you reload, stacking up to 10 times. On Me!: Biotic Field moves with you and grants you 20 percent increased max life while active. Peripheral Pulse: During Tactical Visor, Pulse Rifle shoots at one additional enemy, dealing 50 percent damage. Super Visor: After using Helix Rocket, activate Tactical Visor for 0.75 seconds. Track and Field: During Sprint, Biotic Field cooldown refreshes 150 percent faster. |
All Support hero powers in Overwatch Stadium
Here are all the powers that the supports can take in Stadium:
Hero | Powers |
---|---|
Ana![]() | Comfy Cloud: Sleep Dart explodes on contact, hitting targets within three meters, but sleep has a 50 percent reduced duration. Dreamy: Sleep Darts can hit allies, healing 100 percent of their max life over eight seconds instead of putting them to sleep. Home Remedy: Biotic Grenade grants overhealth equal to 100 percent of its healing. My Turn: Nano Boost also applies to you for 50 percent of its duration. No Scope Needed: Landing unscoped shots with Biotic Rifle grants 10 percent attack speed for two seconds, stacking up to three times. Our Turn: Nano Boost also affects other allies in your line of sight, but it has a 50 percent reduced duration on them. Pinpoint Prescription: Biotic Rifle can now critically hit both allies and enemies. Sleep Regimen: Gain 50 health. When you apply sleep to an enemy, gain 10 health, up to 150. Tactical Rifle: While scoped, Biotic Rifle will lock on to allies for guaranteed hits. Time Out: Biotic Grenade now knocks enemies back and reduces their move speed by 50 percent for 1.5 seconds. Venomous: Biotic Grenade deals an additional 40 damage over its duration to enemies affected. Your Full Potential: Nano Boost also grants the target 20 percent ultimate charge and 200 overhealth. |
Juno![]() | Black Hole: Hyper Ring slows the move speed of enemies who pass through it by 35 percent for one second. Blink Boosts: Glide Boost gains two additional charges and has a 65 percent reduced cooldown, but has 75 percent reduced duration. Cosmic Coolant: Pulsar Torpedoes’ cooldown is reduced by one second for each target it hits. Hyper Healer: Allies affected by Hyper Ring gain 50 overhealth. Medicinal Missiles: Pulsar Torpedoes heal for an extra 30 life and cause allies hit to receive 50 percent more healing for three seconds. Medimaster: Mediblaster can now critically hit both allies and enemies. Orbital Alignment: Enemies inside of Orbital Ray lose 35 percent move speed. Allies inside of it gain 25 percent move speed. Pulsar Plus: Pulsar Torpedoes gains one additional charge. Rally Ring: Reduce Hyper Ring’s cooldown by one second when an ally passes through it. Stellar Focus: Orbital Ray now follows you, and its duration is increased by 35 percent. Stinger: Mediblaster deals an additional 10 damage to enemies over one second (does not stack). Torpedo Glide: During Glide Boost, every 50 damage you deal reduces the cooldown of Pulsar Torpedoes by one second. |
Kiriko![]() | Cleansing Charge: When you cleanse negative effects with Protection Suzu, gain five percent ultimate charge for each hero cleansed. Clone Conjuration: After using Swift Step, create a clone of yourself that lasts for five seconds. Crossing Guard: Kitsune Rush now also reduces enemies’ move speed by 50 percent for two seconds. Fleet Foot: Swift Step can be used directionally without a target. Foxy Fireworks: After reloading, your next three thrown Kunai explode on contact, dealing 20 damage to nearby enemies. Keen Kunai: Kunai critical hits decrease active ability cooldowns by 15 percent and refund three ammo. Leaf on the Wind: Healing Ofuda bounces to another ally up to two times, healing for 30 percent of the normal amount. Self-Care: When you use Healing Ofuda, heal yourself for five percent of your max life. Spirit Veil: Using Kitsune Rush cleanses Kiriko of negative effects and makes her invulnerable for four seconds. Supported Shooting: When Healing Ofuda heals allies, it grants them 20 percent increased attack speed for three seconds. Triple Threat: After using Swift Step, for four seconds, your secondary fire throws two additional Kunai in a spread that deal 50 percent less damage. Two-zu: Protection Suzu gains an additional charge. |
Lúcio![]() | Beat Drop: 20 percent ultimate cost reduction. Landing on an enemy with Sound Barrier deals up to 200 damage. Crowd Pleaser: After using Soundwave, heal all allies affected by Crossfade for 200 percent of Crossfade healing. Fast Forward: While above 50 percent move speed, increase damage by 25 percent. Let’s Bounce: Soundwave has 30 percent increased knockback and deals 40 bonus damage if the target hits a wall. Megaphone: +20 percent Amp It Up duration. While Amp It Up is active, the Crossfade radius is increased by 150 percent. Mixtape: When switching to Healing Boost, Crossfade heals for 50 percent of Crossfade healing for every second Speed Boost was active. Radio Edit: After using Amp It Up, trigger a Sound Barrier with 85 percent reduced overhealth. Reverb: Gain one extra charge of Soundwave. Signature Shift: After using an ability, your next Sonic Amplifier shot shoots a volley of six ammo with 20 percent increased projectile size. Sonic Boom: Sonic Amplifier damage heals all allies affected by Crossfade equal to 20 percent of the damage dealt. Vivace: While wallriding or airborne, the Soundwave cooldown refreshes 25 percent faster and adds one max ammo per second until you reload. Wallvibing: While wallriding or airborne, gain temporary overhealth equal to three percent of your life every second, up to 30 percent. |
Mercy![]() | Battle Medic: Every one second your Staff is attached, Caduceus Blaster gains four percent attack speed (stacks 10 times) until you reload or swap to your Staff. Crepuscular Circle: While Valkyrie is active, the healing and damage boost of Caduceus Staff are automatically applied to nearby allies. Distortion: Allies boosted by Caduceus Staff gain 20 percent lifesteal. Equivalent Exchange: You have three charges of Resurrect with 33 percent reduced cast time, but their cooldowns only reset at the start of a round. First Responder: When you Resurrect an ally, you both gain 250 overhealth for six seconds. Glass Extra Full: Healing from Caduceus Staff targeting full health allies is converted to overhealth, up to 50. Protective Beam: Caduceus Staff targets above 80 percent life gain 10 percent damage reduction. Renaissance: After successfully using Resurrect, activate Valkyrie for five seconds. Serenity: Sympathetic Recovery heals for 20 percent more and heals you even while you are healing a full health ally. The Whambulance: When Guardian Angel ends, heal your target for four life for every one meter you traveled. Threads of Fate: Caduceus Staff chains to your previous target for three seconds at 50 percent effectiveness. Triage Unit: When using Guardian Angel on allies below 50 percent life, Caduceus Staff heals them 30 percent more for three seconds. |
Moira![]() | Chain Grasp: After using Biotic Orb, Biotic Grasp’s secondary fire chains to two additional targets within 10 meters for three seconds. Cross-orbital: Biotic Orb launches an additional Biotic Orb of the other type with 50 percent reduced capacity. Deconstruction: After you spend 50 Biotic Energy, deal 20 percent increased damage for six seconds. Destruction’s Divide: Coalescence can be toggled between pure healing and pure damage, with a 25 percent greater effect. Empowering You: Biotic Grasp’s secondary fire can target allies, increasing their damage by 15 percent. Ethereal Excision: While aiming at an enemy’s head with Biotic Grasp’s secondary fire, gain 30 percent move speed, 30 percent lifesteal, and restore 100 percent more Biotic Energy. Multiball: Biotic Orb launches two additional orbs of the chosen type with 85 percent reduced effectiveness. Optimal Overflow: After you spend 50 Biotic Energy, launch the last selected Biotic Orb with 75 percent reduced duration. Phantasm: When you use Fade, spawn a stationary copy of the last selected Biotic Orb with 50 percent reduced duration. Precarious Potency: Allies healed by your Biotic Grasp are healed for an additional 20 percent of Biotic Grasp’s healing over five seconds. Scientific Deathod: While using Fade, passing through enemies grants five percent ultimate charge and overhealth equal to 15 percent of your max life. Voidhoppers: Fade also phases other allies within eight meters for 0.25 seconds and grants them overhealth equal to 20 percent of your max life. |
Published: May 2, 2025 08:11 am