COMPosed
iCharacter
Die. DIE. DIE!
CapABILITIES
Game Time
100

This team composition emphasizes proximity to teammates, frontloading damage, and bulldozing through the enemy team's defenses.

Brawl

100

This character is the most versatile DPS, proving extremely effective in dive compositions, harassing the enemy backline, and following up on damage to secure eliminations

Tracer

100

This ability does 40 damage, acting as a combo finisher for most characters

Melee

100

This ability, when activated, releases a projectile that can negate all healing enemies receive for 3 seconds, and boost all ally healing by 50%

Biotic Grenade

100

The number of players required to move the payload at its fastest speed

3

200

This team composition plays passively until they can find an advantage, whittling away an enemy team's resources to weaken them for the eventual team fight.

Poke/Spam

200

This character's ultimate can do up to 3000 damage, making it the most damaging ultimate ability

Pharah

200

The percent increase in damage when Zarya is at maximum charge

100% - Zarya can do 190 DPS with max charge and sustain fire for 5 seconds; do the math!!!!

200

This ability has 125 health, and when deployed protects any allied hero from damaged below 20% of their total health pool. Lasts 5 seconds or until destroyed.

Immortality field

200

Overtime is initiated when the objective is touched by a player within this amount of time before it is captured.

3 seconds

300

This team composition identifies and exploits weak points on an enemy team, coordinating a strike to attempt to open the opposing team's defenses

Dive

300

Certain characters prove their effectiveness as team fights get longer. This character, the longer they are active in the fight, can shoot any barrier or shield health indefinitely while regenerating their own shield health

Symmetra
300

Offering a 30% damage reduction to beam type weapons, this Hit Point modifier negates 10 points of damage per instance of damage, making characters with higher damage per shot more viable against it.

Armor

300

This ability increases damage taken by 25% indefinitely unless moved by the character or line of sight from the character is broken for 1.5 seconds; this ability cannot be reapplied to the same target until 7 seconds has passed

Orb of Discord

300

During the 12 second respawn timer, this is the amount of time players have to die and respawn at the same time with their teammates.

6 seconds

400

This type of SUPPORT hero emphasizes strong mechanics, high healing capacity, and maintaining the team's HP

Flex Support

400

These characters are capable of staying airborne during the crucial moment of a fight, allowing the team to attack from multiple angles

D.Va, Echo, Pharah, Mercy, Juno

400

The amount of healing reduction applied to a character when receiving DPS role damage passive

20% (non-tanks), 10% (tanks)

400

The percent increase in damage when a Mercy beam is applied to a character

30%

400

The amount of time to respawn during overtime

14 seconds

500

This type of HEALER has lower healing output, but in exchange emphasizes proper cooldown usage to provide supportive benefits

Off Healer

500

These 12 characters have a health pool of 225 HP or less, allowing them to be one-shot by Hanzo arrows.

Baby Dva, Echo, Hanzo, Juno, Kiriko, Lucio, Mercy, Moira, Pharah, Sombra, Tracer, Widowmaker
500

This is the maximum amount of damage Winston can deal with a perfect combo

105-140 (Jump Landing[50], punch[40], tesla cannon alternate fire[15-50])

500

These are all the buffs applied when affected by Kitsune Rush

Rate of Fire and Reload Speed increase (50%), Movement Speed Increase (30%), Cooldown Reduction (50%)

500

These are the fuse timers of Overtime before it has lasted 20 seconds, after 20 seconds, and after 30 seconds

5 seconds, 3 seconds, 1.5 seconds

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