OverSheet: Game Mechanics (Recovered)
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Abilities
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All Heroes have an "Ultimate Ability". This ability can only be used when their meter is full.
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The meter's level persists through death, but not hero changes.
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The meter is filled by dealing damage, healing allies, and passively charges on its own.
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Heroes' meters fill at different rates. See "Ultimate Charge Rates" tab on this sheet.
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Healing targets @ full health will not charge Ultimate.
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Healing a target's self-inflicted damage will not charge Ultimate.
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All Heroes (except for D.Va's Mech) can crouch using the CTRL key.
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All Heroes can jump using the SPACE bar.
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All Heroes (except Reinhardt, Torbjörn w/ hammer, and an Genji mid-Dragonblade) have a quick-melee attack (default "V" key). It does 30 damage.
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Using the quick-melee will interrupt weapon reloading.
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Heroes that have ammo counts can reload using the 'R' key. Reinhard, Hanzo, and D.Va Mech are excluded from this.
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There is no fall damage, unless you fall off the map entirely.
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Abililies and weapons that can headshot have a x2 damage modifier; Scoped Widowmaker shots are the exception (x2.5).
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Not all abilities and weapons can headshot. See the "Headshots" tab on this sheet for more info.
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Buildables, such as mines (Widowmaker and Junkrat), turrets (Torbjorn and Symmetra), and teleporters (Symmetra)
are not destroyed upon death of the hero who created them.
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They are destroyed when the players switches Heroes.
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All non-Ultimate "explosive" abilities (Pharah's Rocket Launcher, S:76's Helix Rockets, Junkrat's Frag Launcher)
deal up to 80 splash (non-direct) damage, and up to 40 self-damage if the explosion is too close.
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