Most Powerful (And Weakest) Weapons, Ranked
Blizzard nailed the concept of a team-based multiplayer online game with first-person shooter. Overwatch is never boring, allowing you to choose from 26 heroes (with more being added) who all have multiple abilities, first and secondary weapons, and can all perform at top levels when paired with the right teammates.
Choosing the strongest weapon in Overwatch will not guarantee you success, nor will picking the “best” character. It all comes down to the style of play and who else is on your team as some characters team up well and others don’t.
While no one particular character is awful in Overwatch, there are some who stand out amongst the crowd. With those individuals are weapons that can either improve their odds, or work against them.
Blizzard did a good job of creating a game where it’s hard to pinpoint the most powerful and weakest, however, there are a few which stand out.
It should also be noted that Blizzard is constantly updating Overwatch, along with character abilities and weapon stats. This is done to keep the playing field fair, and for each character to have a specific function within a team ensemble.
With that said, here are the 8 Most Powerful (And 7 Weakest) Weapons, Ranked in Overwatch.
15. Powerful: One-Two Combo With Roadhog’s Chain Hook
Roadhog’s Chain Hook works amazingly well with his unique tank style of play. It’s a one-two punch at its best.
Hook your opponent and then give them a headshot with your Scrap Gun to terminate them. But you’ve got to be quick with it or opponents like Reaper and Mei will use their invincibility after getting hooked to avoid the Scrap Gun/melee combo.
The Chain Hook has a maximum distance of 20 meters while traveling at 40 meters per second. If you’re experienced with using this lethal combo, the only downside to the Chain Hook is the 8 second cooldown.
Some tips for using the Chain Hook include catering to your environment, like dragging someone into the hole within the Well section of Ilios. Also, you can drag your opponent through gaps, but not high walls.
14. Weak: Turtle Pace With D.Va’s Fusion Cannons
D.Va’s mech is equipped with twin short-range rotating Fusion Cannons. These Cannons produce high-damage fire without needing to reload (which is nice), but slow D.Va’s movement way down while they’re active. Some changes have been made to improve this feature, but D.Va is still a bit on the slow end. The Cannons just don’t do enough damage to match the movement of speed.
The Fusion Cannons do damage of 0.6 to 2 with a falloff range of 10 to 20 meters. Movement speed is 2.75 meters per second with a total of 11 pellets. Ultimately this is a weapon which should be used over distance for crowd control, but requires you to get too close to the action. While you might take an opponent out, be prepared to be killed as well.
13. Powerful: Rapid Fire With Zenyatta’s Orbs of Destruction
Zenyatta’s primary weapon, the Orb of Destruction, packs a nice punch. They have a rate-of-fire at 2.5 shots per second, 80 meters per-second speed, and a reload time of 2 seconds. Twenty orbs can be fired before you need to reload, and they’re 100 percent accurate.
The secondary fire ability to Zenyatta’s Orb of Destruction is a charge, allowing you to release 5 stored orbs in a rapid-fire string. Ambush stationary targets like Bastion or Widowmaker with the secondary fire, it’ll take them out before they have time to react.
If his shots are accurate, each small orb can do significant damage. Add on the combo of Orb of Discord and your opponent will take significant damage. Just make sure to keep that line of sight.
12. Weak: No Head Shot Here With Symmetra’s Turrets
Symmetra’s Turrets are very fragile and are placed on a solid surface. Sentry Turrets literally only have one health and automatically fire on the first enemy that enters their range, dealing continual damage and slowing them.
The Turrets are set up on a charge-based system, allowing Symmetra to have a maximum of six Sentry Turrets at one time. The other disadvantage to this weapon is that it fires a linear beam.
A single Sentry Turret from Symmetra will rarely deter targets from traveling through an area. You’ll need to place at least two to three in a specific area to try and slow them down.
11. Powerful: Game Changer In Pharah’s Rocket Launcher
The Rocket Launcher is Pharah’s primary weapon, and although it fires at a slower pace than other weapons, the damage it deals out (and how it functions) is a game changer.
Her Rocket Launcher fires a rocket in linear line, dealing damage of a 120 for a direct hit and a range of 20-80 for splash (which is good for interrupting an enemies position. She also takes 40 self-damage, but it’s worth it if you know how to play her effectively.
It can force your enemies to take an alternate route and work as an area control. The Rocket Launcher can also be used as a replacement for Hover Jets to get you out of a tight bind if your fuel is running low (as it creates self-damage as well).
Ana has to be in constant communication with her allies to get the most out of Sleep Dart. Any amount of damage, whether it be a stray bullet or an explosion, is enough to rouse one who is under Sleep Dart’s effects
10. Weak: Snoozing With Ana’s Sleep Dart
Ana’s Sleep Dart looks good on paper, but has a prominent weak spot to it. Her sidearm will fire a Sleep Dart, rendering your enemy temporary useless, unless someone wakes them up by causing damage.
The biggest benefit to the Sleep Dart is allowing her to escape a bad situation. However, it doesn’t work that well if you’re looking to be on the offensive.
The Sleep Dart is a linear projectile with a speed of 60 meters per second. It has a 12 second cooldown (which is a very long time during an intense battle), and deals a whole whopping damage of five. Ana must be in constant communication with her allies, or she won’t get results she’s looking for.
9. Powerful: Freezing Gameplay With Mei’s Endothermic Blaster
Mei’s Endothermic Blaster fires a beam which will hit an enemy with continuous damage. Once affected, targets will begin moving slower until completely frozen. Your enemy will remain frozen for 1.5 seconds, or after taking 30 shots. The second fire is an icicle-projectile that follows a linear trajectory, dealing heavy damage.
The Endothermic Blaster’s modes make for a killer combo. Freeze your opponent with the primary beam and then target the head with an icicle from the secondary. This move will take out most non-tank heroes. It’s important to note that slowing effect only influences speed, not abilities.
Certain heros such as Pharah, Junkrat, and Genji will easily be able to escape the attack unless their movement ability is on a cooldown. The only catch to her Endothermic Blaster Icicle is you have to predict the opponent’s movements more so than other projectile weapons.
8. Weak: Can’t Hit It Right With Widowmaker’s Grappling Hook
Widowmaker’s Grappling Hook can be somewhat decent when moving upwards or forward, but its biggest issue is one of consistency. Most of the time it doesn’t land where you want it to and it has an extremely long cooldown time.
The purpose for the Grappling Hook is to hook it at a location which she is aiming at. If and when it connects, it will draw her towards the point of connection quickly. This is supposed to be able to expand her field of view while also evading targets.
The Grappling Hook is a linear projectile with a maximum range of 20 meters. It has a movement speed of 16 meters per second and a cooldown of 8 seconds. Widowmaker can use it to gain an aerial advantage with her sniper rifle on targets normally out of her line of fire. This however is difficult to master and isn’t recommended.
7. Powerful: Up Close And Personal With Reaper’s Hellfire Shotguns
Reaper is one of the most dangerous heros when up close and personal due to his Hellfire Shotguns and Death Blossom. The Hellfire Shotguns are the primary weapon, having a wide spread while dealing high amounts of damage per short range.
Once past that range and the damage has a high falloff. Working in close quarters caters to the Hellfire Shotguns, allowing you to easily take out opponents that you get the jump on or tanks with large hitboxes.
When Death Blossom is activated, the shotguns fire in a large AoE, dealing huge amounts of damage to any opponent within his line of sight.
This option works best when enemies are clumped together over an objective if you can sneak in. McCree and Roadhog can interrupt Reaper’s Death Blossom, so be aware of your surroundings when activating.
6. Weak: No One-On-One With Winston’s Tesla Cannon
Winston’s Tesla Cannon fires a short-range electric barrage, as long as he keeps the trigger held down. It’s considered a multitarget beam, doing damage of 60 per second with three per round. It only has a maximum range of 8 meters with a width area effect of six meters. Reload time is 1.5 seconds, and it has 100 ammos with 20 rounds per second.
While the Tesla Cannon might be useful for large groups, it has a severe disadvantage within one-on-one combat. Unless a tank is low on health, it’s best to avoid these types of encounters. This is mostly because of the low damage that the Tesla Cannon produces.
5. Powerful: Swinging Hard With Reinhardt’s Rocket Hammer
Reinhardt’s Rocket Hammer is one of the top melee weapons in Overwatch. It has damage of 75 with a wide arc to every swing. You get one swing per 0.9 seconds, with a max range. Reinhardt is one opponent you don’t want to see standing in front of you if he’s an enemy.
The Rocket Hammer can be swung in a 360-degree fashion by rotating Reinhardt mid-attack, causing damage to everyone in a 10 meter radius as opposed to 5. Take advantage of opportunities where you can hit more than one enemy to maximize its effectiveness. It can also be used to cause environmental kills.
Earthshatter is Reinhardt’s Ultimate ability with the Rocket Hammer by slamming it into the ground. This creates a cone of force, damaging and stunning all enemies hit by it. The only downfall is that an enemy must be in line of sight.
4. Weak: Built For AI Play Using Torbjorn’s Turret
It is often said that Torbjorn’s Turret is completely useless. While it may provide some type of advantage during fights with AI, it doesn’t pack enough punch to be useful during normal multi-player battles. The Turret has linear projectile rockets with a health of 150/300/800.
It can do damage of 14 per round and rocket (individually) with a maximum range of 40 meters. Torbjorn’s Turret has a cooldown of 8 seconds and must use his Forge Hammer to repair or upgrade it, increasing its health and adding a second cannon barrel.
Torbjorn is mostly used as a defense character within a team. But his Turret doesn’t supply the necessary support to be considered a good defense. Add in time to build it and repair when necessary and the Turret is not all it’s cracked up to be.
3. Powerful: Knock And Release With Hanzo’s Storm Bow
Good archers are hard to find in games, but Overwatch has this covered with Hanzo’s Storm Bow. It shoots versatile arrows which can reveal his enemies. fragment apart to strike multiple opponents, or summon a titanic spirit dragon (yeah, we said dragon spirit).
As a primary weapon, headshots give the most damage. Arrows do fly in a slight arc, meaning you need to aim appropriately to compensate for distance. Always try to charge your shots fully before firing. Quick nock (press and immediately release the primary fire button) should only be used if it will guarantee you a kill.
Dragonstrike is Hanzo’s Ultimate ability, firing an arrow which creates a pair of twin dragons that will fly straight in the direction of his crosshairs. These dragon arrows will pass through all solid surfaces or barriers, dealing damage over time to any enemies that meet them.
2. Weak: The Great Letdown Of Tracer’s Pulse Pistols
Tracer’s Pulse Pistols are designed for single target damage in combination with speed. The damage done is three to 12 per shot with 20 shots per second. If you don’t hit the target square on, you’re wasting ammo and not doing much damage. Reload time for Tracer’s Pulse Pistols are 1.25 seconds.
To accurately aim the Pulse Pistols and get a kill, means Tracer has to get in close and track her primary target. Unless you’re super skilled with playing Tracer, you’ll most likely not get the desired effects of the weapon. Another weak point is if you don’t move super-fast when Genji activates Deflect or Zarya uses the Barrier, you’re toast. Tracer’s Pulse Pistols are completely ineffective over long distance ranges. This is a weapon that needs to be used in up-close and personal situations.
1. Powerful: Blow Them Up With Junkrat’s Frag Launcher
Frag Launcher is Junkrat’s primary weapon, dealing damage of 120 for a direct hit and a splash range of 12.5 to 80. The grenades explode when they hit a target, or bounce off surfaces three times.
The only downfall is that they are hard to aim, however, they are great for clumped groups and providing indirect fire. The best part is that the explosion will not damage Junkrat.
The Frag Launcher becomes even more powerful when combined with Junkrat’s ability of Concussion Mine. When tossed, the mines stick to a surface and deal damage to a small area. These mines knock back opponents, or can propel Junkrat into the air.
By knocking you opponent back leaves you the opportunity for a direct hit with the Frag Launcher, racking up kills as you progress through any map.
Can you think of any other powerful (or weak) Overwatch weapons that we forgot to mention? Sound off in the comments!