Overwatch 2 Feb 13 Season 9 patch notes: Pharah rework, HP revamp, huge hero updates, more

Complete guide to Overwatch 2 Season 9: Champions with health changes, competitive updates and Pharah rework

Season Overview and Major Changes

Overwatch 2’s Season 9: Champions brings transformative changes that redefine core combat mechanics across PC, Nintendo Switch, PlayStation and Xbox platforms.

The gaming landscape has experienced considerable instability since launch, with dominant character selections like Mauga creating balance concerns as players voiced frustrations about support role effectiveness and excessive damage output.

While individual hero adjustments can address specific balance issues, comprehensive gameplay improvements require systemic solutions. Season 9 delivers exactly that through universal health modifications affecting every combatant.

This substantial update introduces health pool enhancements, damage recalibrations, Pharah’s complete ability overhaul, and competitive system reconstruction. These modifications went active on Tuesday, February 13 at 11:00 AM PST.

Season 9: Champions introduces fundamental gameplay revisions, completely redesigned Competitive mechanics, and fresh cooperative content challenging even veteran heroes against cosmic-level threats.

Confront otherworldly horrors within the distorted realm of Cosmic Crisis, an innovative cooperative mission. Collaborate with three allies to restore your spacecraft and flee Ecopoint Antarctica’s wreckage while battling Null Sector forces. Remain vigilant regarding your partners… primordial forces conceal themselves in darkness, anticipating opportunistic assaults.

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Competitive System Overhaul

Developer Comments: Incorporating community input, we’ve implemented Competitive Play enhancements offering greater transparency regarding post-match advancement, alongside introducing fresh skill tiers and additional Competitive Rewards.

  • Considering the substantial hero modifications and additional skill tier introduction, this reset enables all competitors to achieve unprecedented ranking heights.
  • Every role within Role Queue and Open Queue Competitive Play has returned to Unranked status.
  • Placement mechanics have undergone complete reconstruction. Your anticipated rank appears following each placement encounter.
  • Ten matches must be completed within a specific role to obtain that role’s Skill Rank designation.
  • Victories during placement significantly influence final rank determination.
  • Competitive Updates received comprehensive redesign. Rather than demanding five victories or fifteen defeats for Competitive Updates, modifications now occur following every match.
  • The Competitive Updates interface now contains Role Queue and Open Queue rank information, plus advancement toward Competitive Point rewards.
  • Modifiers now display on the Competitive Progress interface following each match.
  • Skill modifiers detail rank progression gains or losses post-match, incorporating victory/defeat sequences, rank instability, and match favorability.

New Skill Tier – Champion

  • Champion represents a newly introduced rank superior to Grandmaster, featuring greater exclusivity than any previous Overwatch ranking. An extremely limited player percentage will attain this Competitive Play echelon.
  • Competitive Play match rank ranges now display alongside team presentation screens showing name cards, player icons, and titles.

New Grouping Requirements

  • Bronze through Diamond tier participants may assemble groups within two Skill Tiers of their current Skill Rank.
  • Master tier participants may assemble groups within one Skill Tier of their current Skill Rank.
  • Grandmaster tier participants may assemble groups within three Skill Divisions of their current Skill Rank.
  • Champion tier participants may assemble groups with merely one additional participant within three Skill Divisions of their current Skill Rank.
  • Skill Tier and Skill Division iconography received visual redesign for enhanced clarity.
  • The Competitive Skill Tier reference guide underwent redesign incorporating refreshed relevant information.
  • Each victory now provides 10 Competitive Points.
  • Each draw now provides 5 Competitive Points.
  • Each defeat continues providing 0 Competitive Points.

Competitive Progression

  • Competitive Challenges providing bonus Competitive Points seasonally were replaced with innovative Competitive Progression mechanics.
  • Every match contributes toward your Competitive Progression meter, and achieving 30 progress grants 100 additional Competitive Points.
  • Victories award 3 progression toward your Competitive Progression meter. Draws and Defeats award 1 progression.
  • Jade Weapon Variants have been introduced.
  • Each Jade Weapon Variant requires 3000 Competitive Points for acquisition.
  • All participants begin this season with 0 Competitive Points balance.
  • All existing Competitive Points converted into innovative currency, Legacy Competitive Points.
  • Each Golden Weapon Variant now requires 3000 Competitive Points for acquisition.
  • Following each Competitive Year conclusion, remaining Competitive Points balance converts to Legacy Competitive Points.
  • This season exclusively, internal Matchmaking Ratings for all participants were adjusted toward normalized averages (approximately Gold 3).
  • Matchmaking Ratings experienced decay. Higher ranks experienced greater decay magnitudes.
  • Most participants will begin at inferior skill ranks and divisions compared to recent rankings.

Competitive Challenges

  • Competitive challenges removed. Competitive Play rewards and progression now display on Competitive Progress interface with titles awarded seasonally.
  • Added innovative visual upgrades. Hero/Game Mode badge upgrades commence at Level 500. Progression Level badge upgrades commence at Level 2500.
  • Wrecking Ball title rewards renamed from “Champion” to “Champ” aligning with Junker Queen’s title usage (and preventing confusion with innovative Champion rank).
  • Adjusted requirements for leveling specific Mauga and Illari sub-badges.
  • Endorsement eligibility requires match participation for established duration.
  • Endorsements follow configured 12-hour cooldown periods.
  • Endorsements remain subject to cooldown despite recipient unfriending.
  • Added functionality for controller/keyboard users remembering focus when navigating backward through interfaces.

Core Gameplay Changes

New Reticle Types have been added.

New Reticle Dots have been added.

New Reticle color options have been added.

Developer Comments: Season 9 incorporates Overwatch 2 fundamental gameplay modifications affecting every hero. We’ve addressed community feedback regarding gameplay concerns, and these adjustments respond to numerous such issues.

Most damage-dealing projectile dimensions received expansion through innovative global modifier application to base dimensions.

  • +0.05 meters for hitscan projectiles featuring elevated fire rates or spread patterns (e.g., Tracer’s Pulse Pistols or Reaper’s Hellfire Shotguns).
  • +0.08 meters for hitscan projectiles demonstrating greater precision (e.g., Cassidy’s Peacekeeper or Soldier:76’s Heavy Pulse Rifle).
  • +0.05 meters for travel time projectiles representing shotguns or featuring extremely elevated fire rates (e.g., Roadhog’s Scrap Gun or Ramattra’s Void Accelerator).
  • +0.10 meters for travel time projectiles exceeding 50 meters per second velocity (e.g., Zenyatta’s Destruction Orb).
  • +0.15 meters for travel time projectiles at or below 50 meters per second velocity (e.g., Pharah’s Rocket Launcher).
  • Exceptionally large projectiles exceeding 0.5 meters base dimensions were excluded from these expansions (e.g., Orisa’s Energy Javelin or Reinhardt’s Fire Strike).

Hero combined HP (foundational health/armor/shields) expanded 15-25%.

  • 150-175 HP heroes received 25 HP expansion.
  • 200-300 HP heroes received 50 HP expansion.
  • 300+ HP (Tanks) received 75-100 HP expansion.
  • Each hero’s specific health expansions appear within their patch notes below.
  • All Ultimate ability expenses expanded 10%.

Regenerative Passive for All Heroes

  • All heroes now regenerate 20 health per second following 5 seconds without receiving damage.
  • Now reduces regeneration initiation delay by 50% (2.5 seconds).
  • Elimination reload speed bonus removed.
  • Innovative role passive: Inflicting damage reduces enemy healing reception 20% for 2 seconds.

Hero-Specific Updates

Tank Hero Adjustments

  • Damage expanded 30 to 40.
  • Pilot health expanded 150 to 175.
  • Mech armor expanded 300 to 375.
  • Explosion maximum damage expanded 900 to 1000.
  • Internal explosion radius (maximum damage range before falloff initiation) expanded 4 to 6 meters.
  • Health expanded 300 to 375.
  • Maximum impact damage expanded 50 to 75.
  • Maximum wall slam damage expanded 30 to 40.
  • Health expanded 300 to 375.
  • Wound damage over time expanded 60 to 90.
  • Health expanded 300 to 400.
  • Armor expanded 275 to 350.
  • Health expanded 200 to 275.
  • Health expanded 200 to 250.
  • Armor expanded 250 to 275.
  • Damage expanded 85 to 100.
  • Wall impact damage expanded 225 to 275.
  • Health expanded 550 to 650.
  • Shields expanded 200 to 275.
  • Health expanded 200 to 225.
  • Armor expanded 200 to 250.
  • Damage expanded 60 to 75 damage per second.
  • Punch damage expanded 40 to 50.
  • Armor expanded 100 to 175.
  • Health expanded 100 to 175.
  • Primary fire beam width expanded 0.15 to 0.2 meters.
  • Health expanded 200 to 250.
  • B.O.B.’s weapon damage expanded 14 to 17.
  • Health expanded 200 to 250.
  • Health expanded 225 to 275.
  • Initial damage rate expanded 130 to 150.
  • Damage rate expanded 260 to 300.
  • Health expanded 200 to 250.
  • Width expanded 0.2 to 0.25 meters.
  • Maximum combined health value expanded 300 to 350.
  • Health expanded 200 to 250.

Swing recovery decreased from 0.9 to 0.7 seconds.

  • Health expanded 200 to 250.
  • Damage expanded 65 to 75.
  • Cooldown reduced 10 to 8 seconds.
  • Health expanded 200 to 250.
  • Base projectile size reduced 0.25 to 0.2 meters.
  • Health expanded 250 to 300.
  • Health expanded 200 to 250.
  • Recovery reduced 0.85 to 0.80 seconds.
  • Projectile speed expanded 35 to 40 meters per second.
  • Explosion self-damage reduced 50% to 25%.
  • Innovative Secondary Fire Ability.
  • Provides rapid horizontal acceleration toward Pharah’s movement direction.
  • Added configuration enabling Jet Dash activation through Double Jump alternative.
  • Now replenishes 50% Hover Jets fuel and can temporarily exceed maximum fuel capacity.
  • Vertical acceleration height reduced 20%.
  • Cooldown expanded 10 to 14 seconds.
  • Cooldown reduced 9 to 7 seconds.
  • Explosion now inflicts 30 damage upon enemy targets.
  • Explosion radius reduced 8 to 6 meters.
  • Knockback reduced 10%.
  • Now immediately replenishes Hover Jets fuel.
  • Speed boost expanded 20% to 40%.
  • Now requires landing for fuel recharge.
  • Can now activate without fuel for descent deceleration.

Developer Comments: Pharah received substantial updates enabling greater individual playmaking and transitioning movement capabilities from elevated aerial positioning toward increased horizontal mobility covering distances rapidly.

  • Health expanded 250 to 300.
  • Health expanded 200 to 250.
  • Secondary Fire base projectile size reduced 0.1 to 0.07 meters.
  • Health expanded 200 to 250.
  • Health expanded 200 to 250.
  • Shields expanded 100 to 150.
  • Primary fire beam width expanded 0.2 to 0.25 meters.
  • Health expanded 200 to 250.
  • Health expanded 150 to 175.
  • Health expanded 175 to 200.
  • Health expanded 200 to 250.
  • Health expanded 200 to 250.
  • Health expanded 150 to 200.
  • Damage expanded 35 to 45.
  • Health expanded 200 to 250.
  • Health expanded 200 to 250.
  • Base projectile size reduced 0.18 to 0.15 meters.
  • Health expanded 175 to 225.
  • Health expanded 200 to 250.
  • Damage expanded 25 to 35.
  • Knockback expanded 12%.
  • Movement lockout duration expanded 0.3 to 0.45 seconds.
  • Health expanded 200 to 250.
  • Active duration on jump/crouch cancel reduced 1.5 to 1 second.

Sympathetic Recovery passive

  • Health recovered expanded 25% to 40% of healing delivered.
  • Health expanded 200 to 250.
  • Secondary fire damage expanded 50 to 65 damage per second.
  • Secondary fire target acquisition radius expanded 0.6 to 0.7 meters.
  • Health expanded 75 to 100.
  • Shields expanded 150 to 175.

Map Updates and Bug Fixes

  • Innovative nighttime illumination theme.
  • Innovative structure near initial objective providing additional protection & obstructing extended sightlines.
  • Added water tower near initial objective obstructing sightlines from elevated choke positions.
  • Added additional vehicles near cliffside providing supplementary protection & obstructing extended sightlines.
  • Reduced cliffside pathway tightening spatial dimensions and reducing area footprint.
  • Removed minor health pack on secondary area balcony easily overutilized by defenders.
  • Added vertical beam at secondary choke point encouraging upper floor departure & simplifying choke defense.
  • Expanded and added protection within third area corridor simplifying close quarters combat navigation.

Developer Comments: We’ve incorporated additional protection—including innovative structures—countering extended sightlines surrounding initial checkpoint. Supplementary third area modifications enable attackers to advance through specific chokes more effectively.

  • Resolved issue regarding shadows appearing jagged below Ultra settings.
  • Resolved bug preventing skin modifications utilizing Change Skin option in Hero Select with Loadout selection.
  • Resolved bug regarding Golden Weapons marked unspecified and non-purchasable.
  • Resolved bug regarding payload advancement callouts activating incorrectly.
  • Resolved issue regarding Wall Climb failures certain situations.
  • Supplementary bug resolutions for general stability and performance.
  • Resolved illumination certain map areas.
  • Resolved map areas missing collision.
  • Resolved locations potentially trapping heroes.
  • Resolved map location displaying incorrect textures.
  • Resolved bug regarding Meteor Strike potentially placing Doomfist within environment.
  • Resolved bug occasionally preventing Seismic Slam damage penetrating turrets.
  • Resolved bug potentially preventing Doomfist Overhealth acquisition.
  • Resolved bug where Rocket Punch permitted brief ability usage window.
  • Resolved interaction Duplicating Bastion preventing Duplicated Configuration: Artillery impact following Duplicate conclusion.
  • Resolved bug preventing Tree of Life healing Reaper during Wraith form.
  • Amp it Up now enters cooldown following stun interruption during cast time or death during activation.
  • Resolved bug regarding Mauga’s burning effect persistence following health pack acquisition.
  • Terra Surge now properly attracts and damages enemies uneven slopes/collision, provided Orisa maintains direct visibility,他们会受到吸引/伤害.
  • Resolved bug regarding Roadhog’s model distortion certain skins during Heroic Highlight introduction.
  • Resolved bug regarding Pig Pen displaying Junkrat icon during pinging.
  • Resolved interaction preventing Hack interruption Rocket Punch or Shield Bash.
  • Resolved bug where Sombra would enter Stealth while robot escort certain situations.
  • Resolved bug regarding Interact Cancel Deploy Turret configuration disabling causing only deployed turret destruction without new turret deployment during ability usage.
  • Resolved bug regarding Primal Rage interrupting attack capability following Ultimate initiation during Jumping and Melee simultaneous usage.
  • Golden weapon tint should now properly reflect all skins.

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