menu
MobalyticsUse your favourite features in-game with our Desktop App
Overwatch Tier List

Overwatch Tier List (Standard Mode)

Updated on Feb 20, 2026
Feb 20, 2026

Best Heroes in Overwatch

S
Domina
D.Va
Sigma
Tracer
Vendetta
Sojourn
Kiriko
Jetpack Cat
Lúcio
A
Zarya
Winston
Hazard
Cassidy
Symmetra
Bastion
Echo
Ashe
Soldier: 76
Genji
Illari
Ana
Wuyang
Baptiste
B
Reinhardt
Junker Queen
Mauga
Orisa
Wrecking Ball
Freja
Emre
Hanzo
Anran
Junkrat
Pharah
Venture
Widowmaker
Reaper
Mei
Juno
Zenyatta
Mizuki
Brigitte
Mercy
C
Ramattra
Doomfist
Roadhog
Torbjörn
Sombra
Moira
Lifeweaver

Overview

In this tier list, we’ve got you covered with the best heroes in Overwatch. Our tier list always reflects the latest balance changes straight from Blizzard and we’ve updated our tier list for the re-launch, as well as the February 13th Hotfix Patch for Season 1.

As always with our tier lists, we want to highlight that we believe that the player always matters more than the character you play as. If you have an off-meta main that is working for you, by all means, no need to switch! Keep rocking it.

This list is meant to help you understand how your characters fit in the current meta and to help players who have run into a plateau.

With all this in consideration, let’s dive into our rankings for the best heroes in Overwatch!

Tiers Explained

In S-tier, you’ll find the best heroes in Overwatch, which will be very present in almost all maps and team comp combinations.

A-tier heroes are still great choices but tend to be present on fewer maps than S-tier characters in pro play. However, in some situations, A-tier characters might shine more than S-tier characters.

In B-tier, we’re continuing the trend of heroes that have lower overall presence and are even more specialized. Some heroes here are just worse versions or downgrades of heroes in a similar niche above them (such as Tracer being the better flanking hitscan choice over Reaper).

Lastly, we have the Situational batch of heroes in the C-tier section. These heroes are rarely seen in comparison to their peers and are usually pulled out for specific map areas or by character specialists. If you enjoy them, you can find success with them, so by all means, keep playing them.

Tank Commentary

D.Va

D.Va is a highly flexible dive tank with strong peel and burst damage. Defense Matrix counters projectile-heavy comps and completely negates high-value cooldowns like Biotic Grenade and Dynamite. She can struggle against beam heroes like Domina or Symmetra if the map doens't have the space for her to play around them and avoid their range. Even when this is a problem, the Initiator subrole passive is incredibly powerful with D.Va, as she flies so frequently.

Domina

Domina, the newest Tank has been dominating across all ranks. While this may partly be due to players not knowing how to play against her properly, we can't deny her power. Her Barrier Array is almost never down because of the section's mechanic, plus her Photon Magnum has good range and burst damage.

Domina is the best Tank for area control right now. Her self-sustain and damage mitigation enable herself and her team to lock down an area, then rotate to maintain distance. Where she can struggle is against highly mobile dive comps that bypass her control zones and attack her backline directly. Also, if the brawl Tanks like Reinhardt get on top of her, she's gonna fall over.

Doomfist

A mobility-focused tank who disrupts backlines, forces cooldown, and looks for quick assassinations. Doomfist is strong when played against immobile Supports or very uncoordinated teams. He's having a hard time with all the hard CC and burst damage in the game right now. Unless you are a Doomfist specialist, you likely won't find much success playing him.

Junker Queen

Junker Queen relies on her burst damage, self-sustain, and debuffs to steamroll team fights. She thrives in close-range fights and rush comps where her whole team goes aggro upon hearing her Commanding Shout. Limited range makes her weak against poke and high mobility comps. Then there's Kiriko existing in basically every game, so unless you ban the Protection Suzu, it's gonna be a struggle to win.

Mauga

With two machine guns and a smile on his face, Mauga slams in, unloads, and charges out. In isolated Tank 1v1s, he's virtually unbeatable. Unfortunately for him, such a vacuum doesn't often exist, and Mauga gets all his damage blocked during Cardiac Overdrive, then he either runs away or dies. Anti-heal abilities, such as Biotic Grenade, are basically a death sentence.

Orisa

When you want to hold your ground, Orisa is the stable frontline tank who can accomplish this goal. With strong anti-dive tools and survivability, she excels in poke and anti-brawl scenarios. However, she's completely dependent on Fortify and cooldown cycling to stay alive. One wrong use, and she's a goner.

Ramattra

Ramattra is the Hybrid tank with poke and brawl forms. Nemesis Form allows strong frontline pressure and pierces barriers such as Reinhardt and Domina's. Most players have learned how to kite Nemesis Form, then take him out while in Omnic Form. He has good survivability with shields and block, but struggles to take the fight into his own hands or be aggressive.

Reinhardt

When you think of tanking in Overwatch, you think Reinhardt. He's the classic brawl tank who dominates when he gets into swinging range. Unfortunately, this is very hard to do in the current state of Overwatch, as most of the meta and popular heroes have the mobility to completely avoid Rein if they are watching out for him. There are too many heroes that Reinhardt cannot interact with for him to be placed any higher.

That said, his giant shield, Barrier Field signals his team to stand behind him, and he generally performs well because the vast majority of players understand how to play with a Reinhardt on their team.

Roadhog

A pick-focused tank who either feasts on the enemy team or feeds their ultimate charge. The threat of Chain Hook forces the enemy to play and position around it, but any missed Chain Hook is the go-signal for the enemy team. He's strong in uncoordinated environments and punishes poor positioning. Due to his Take a Breather self-heal, he's also one of the most self-sufficient heroes in the game.

Sigma

Sigma functions as a methodical poke tank built around ranged pressure and denying enemy damage. He competes directly with anchoring tanks like Domina, offering strong shield uptime and a fight-swinging ultimate. While Domina is the go-to choice, if she is banned of the enemy team has barrier shredders like Bastion or Roadhog, Sigma becomes the superior pick.

He’s strongest on long sightline maps where he can control space slowly and deliberately, but he struggles when rushed down or forced into close-range chaos.

Winston

Winston remains a dive enabler who isolates targets and creates backline pressure, but he can't do it on his own like D.Va, so he demands some coordination. With so much burst damage, CC, and peel, it's easy for him to get punished for recklessly jumping in, even when he has Barrier Projector.

He has swingy matchups, where he hard counters snipers and low mobility heroes, but gets hard countered by high sustain, CC, and burst damage like Roadhog.

Wrecking Ball

Wrecking Ball thrives in the hands of mechanically refined players who know his rollout paths, how to trade cooldowns, and when to disengage. He is one of the few tanks capable of forcing his own gameplan, initiating fights from any direction.

The addition of Domina and Mizuki has made it more challenging than ever to avoid crowd control and stay alive. He can be shut down quickly, but excels in split-pressure comps and chaotic scenarios.

Zarya

Currently, Zarya functions as an enabler for Vendetta and Tracer. Her bubbles carry games by making these hard, engaging ally DPS unstoppable. There is no easy counter against a Vendetta with lifesteal and a Zarya bubble.

When she uses bubbles at time where the enemy cannot simply wait and do nothing, she maintains high charge and becomes the carry herself. Particle Cannon damage is extremely oppressive in close-range engagements, but can waste a lot of time trying to build up charge and create opportunities to engage.

DPS Commentary

Anran

Anran is one of the more mechanically demanding Damage heroes, defined by combo sequencing and in-and-out assassination potential. She isn’t immediately as dominant as Tracer, but she has much higher consistent damage output potential once players optimize her cooldown cycling and dash mechanics. Anran excels at mid-fight disruption and punishing isolated targets, yet she requires time investment to unlock full value. She may climb up the ranks as the season progresses.

Ashe

Ashe occupies a strong midrange niche, often outperforming Cassidy in poke scenarios, but getting outclassed by him in closer-range brawly fights. She delivers consistent pressure through The Viperand Dynamite. While not as flexible across all ranges as Sojourn, Ashe can shut down enemy approaches with Coach Gun and Dynamite and control objectives with B.O.B.

Anytime you manage to get an un-banned Jetpack Cat on you team, be sure to have them fly B.O.B. around to the enemy backline as it is the one of the most lethal ult strategies this season.

Bastion

Bastion is situationally powerful, but many heroes and playstyles counter him. His saving grace this season is that he is the best Domina counter in the entire game, as he can trade turret mode to instantly burn through her barrier and stop her from being able to do much of anything.

He's also quite good with and against airborne heroes like Jetpack Cat. In controlled bunker or structured poke setups, he can output devastating sustained damage. However, commitment timing is critical, as without Configuration: Assault, the enemy can push in and take over while he waits for his cooldown to refresh.

Cassidy

Cassidy remains a reliable anti-dive and dueling specialist. He provides a stabilizing presence against hyper-mobile threats and can contest heroes like Tracer and Vendetta effectively at close to midrange.

His primary limitation is range as against long-range heroes like Sojourn or Ashe, he risks never being able to get into his own optimal range. He’s a strong pick when enemies are forced into tighter engagements, but less effective in open poke maps.

Echo

Echo excels in vertical maps and coordinated dive comps, offering burst assassination by being extremely sneaky. She floats so the enemy never hears her setting up a Sticky Bombs > Focusing Beam combo to instantly delete her target.

She pairs well with mobility-heavy teammates and can capitalize quickly on partial damage applied to airborne or evasive targets. However, she’s vulnerable to hitscan tracking and coordinated peel.

Emre

Emre features a straightforward, FPS-style kit centered on consistent damage. His Cyber Fraggrenades are really good as he gets two charges on a relatively low cooldown. Once he unlocks the major perk that turns the frag into a Semtex, his burst damage becomes extra lethal.

At lower ranks, his ultimate Override Protocol is an insta-win button, but at higher ranks, he's been getting shut down by the superiros hitscan heroes. He can perform well in pick-based comps if numbers are tuned favorably, yet currently feels more like an entry-level consistency hero than a meta-defining threat.

Genji

Genji's value fluctuates heavily based on the enemy’s ability to deny his engages, or bypass his Deflectwith beams. He wants to put opponents in 1v1 duels where he has the upper hand. However, when the enemy has players peeling with heavy CC, his impact diminishes quickly. However, when teams are built around him, and he has the right conditions, he can absolutely carry a map.

Hanzo

Hanzo primarily relies on hoping for headshots, but he lacks the consistency of hitscan options. He's extremely feast-or-famine. Overall, he thrives when uncontested and when enemy movement is predictable, yet dive pressure and high mobility can severely limit his uptime.

Mei

Mei's power lies in crowd control and fight isolation rather than raw damage output. In high-poke environments, her damage feels underwhelming, but a well-timed Ice Wall can earn her team a quick elimination of the enemy Tank, and win the fight. She is strongest in rush comps that capitalize on target isolation, and weaker in metas dominated by mobility and long-range pressure.

Reaper

Reaper is built for close-range brawling and assassinations. The problem is that he struggles to get into optimal shotgun range without being forced to retreat. Against Tanks with armor and damage mitigation, he doesn't have high enough burst damage to really feel like a Tank buster.

Sojourn

Sojourn remains one of the most versatile and high-impact hitscan DPS options. She performs effectively at short, mid, and long range, with Railgun being capable of nearly one-shotting squishies. Strong mobility, consistent damage, and flexible team comp integration make her universally viable. In skilled hands, she can single-handedly run lobbies, win team-fights with her ultimate, Overclock, and escape enemy attacks with her slide.

Soldier: 76

Soldier: 76 provides stable, consistent midrange damage with self-sustain and straightforward mechanics. However, compared to higher-impact hitscan like Sojourn or Ashe, he lacks explosive burst potential. He’s serviceable and comfortable for dedicated mains, but rarely the optimal meta pick when alternatives are available.

Sombra

Sombra currently struggles to find consistent value outside niche counterpicks into highly disruptive tanks like Wrecking Balll or Doomfist. Coordinated teams can minimize Hack's impact and deny her assassination attempts. Until broader adjustments occur, she remains situational and rarely seen in high-level competitive play.

Symmetra

Symmetra offers strong utility through Teleporter rotations, which enable strategies not possible without her. She's a great pick against all the top Tanks this season, and she'll have no trouble farming beam charge to pump out huge damage. She thrives in choke-based maps and enabling rush comps to bypass enemy poke setups, but struggles in open, poke-dominant environments.

Torbjörn

Torbjörn functions as a defensive counterpick against pesky flankers like Tracer and aerial threats like Jetpack Cat. A well-positioned turret can severely limit mobile DPS, forcing awkward engagements. Unfortunately, he is still bugged at the moment. His best ability, Overload, glitches his rate of fire, so until this is fixed, we are leaving him in Low Tier.

Tracer

Tracer continues to define high-skill dive play with unmatched 1v1 potential, objective contesting, and persistent backline harassment. Recent patches are constantly adjusting her damage output, but the buff to her projectile size this season has instantly shot her back up to a top pick.

If left unchecked, she'll control the tempo of the enemy team, pull all Support resources away from the rest of the team, and enable her allies to push in for the win.

Vendetta

Vendetta came in swinging on release! She took over the meta faster than any new hero we have seen recently. At this point, she has been hit with multiple nerf patches. While the nerfs did change her breakpoints and take away her on-shot combo, she can still rely on more primary fire-focused combos and maintain a similar level of lethality. Her solo-KOs just take a split second longer than previously, but she is still an absolute menace to backlines.

In Season 1 she's one of the most oppressive DPS in the game when played at a high level. She engages extremely quickly, disengages just as safely, and outputs lethal burst without feeling meaningfully punishable, allowing skilled players to completely take over lobbies.

Her ability to dive, secure eliminations, and escape with minimal risk makes her stronger and more dangerous than most other flankers, including Tracer in many scenarios. She fits into virtually any composition—dive, brawl, or hybrid—because of her mobility, damage profile, and survivability. Unless specifically countered with disciplined peel and hitscan control, Vendetta consistently dictates tempo and forces the enemy team to play reactively.

Venture

Venture distinguishes itself through pre-fight survivability and burst-assassination capability. They can avoid damage pre-fight and stall out the enemy mid-fight with Burrow. If the enemy ignores them, Venture turns into a backline assassin. However, CC like Flashbang or Sleep Dart, and in open sightline maps, Venture's effectiveness drops considerably.

Widowmaker

Widowmaker is highly map-dependent but oppressive on long-range sniper maps such as Junkertown, Havana, and Circuit Royale. A mechanically skilled Widowmaker can single-handedly shut down the enemy team.

Once she demonstrates the ability to click heads, the threat of being one-shot forces passive play and positioning. However, she has no counterplay against her counters and gets forced to swap as soon as the enemy team decides to start diving her.

Support Commentary

Ana

A high-skill Support with massive playmaking through Biotic Grenade and Sleep Dart. Ana excels in tank-heavy comps where anti-heal swings fights, and she’s especially strong against heroes with self-sustain like Mauga. She struggles versus dive heroes like D.Va and Tracer who are extremely powerful in the current meta.

Baptiste

A flexible Support with strong burst healing and Immortality Field. Baptiste is excellent in brawl and poke compositions, where Immortality Field denies can completely halt the enemy's momentum. His mobility is only ok, and his high-value abilities come at the cost of long cooldowns. These two weaknesses leave him vulnerable to dive comps players who track his cooldown timing.

Brigitte

A melee Support who specializes in anti-dive peel. Brigitte strong when protecting backlines allies like Ana or Emre against Tracer, Genji, or D.Va. She struggles to keep up with healing poke heavy metas like we are in currently because of the difficulty of procing Inspire consistently.

Illari

A damage-oriented Support with strong poke and pick potential. If you are a headshot master, Illarican be a hard carry. Healing Pylon enables both passive team heal, or aggressive flanks and off angles. She's weak if Healing Pylon is destroyed or against heavy dive.

Jetpack Cat

A hyper-mobile disruptor and the only hero in the entire game with the ability to permanently fly. Jetpack Cat has two things that make her so strong. First off, the team plays such as flying B.O.B. around to wipe out the enemy backline, or launching an Ulting Cassidy to shoot over walls and barriers.

Secondly, and even more notable, is her ability to be anywhere at any time for assassinations and peel. Play sneaky, reposition constantly, and hunt down isolated targets, and the Cat will have the entire enemy team in her bag.

Kiriko

Even after the TP nerf, where she no longer self-cleanses negative status effects, Kiriko remains one of the best Supports in Overwatch. She's by far the most popular Support because there isn't a team comp or map she doesn't work well on. Protection Suzu is one of the best defensive abilities in the whole game, and she has good pick potential.

Lifeweaver

Lifeweaver lacks the versatile utility that many other Supports offer to their teams. He does possess strong repositioning tools in Life Grip and Petal Platform, which makes him a better fit for low-mobility teammates. Strong in niche situations for granting verticality or poke comps for consistent ranged healing.

Lúcio

Speed boost from Amp It Up makes him essential in rush, brawl, and dive comps. The top meta Support Duo is pairing Lúcio and Kiriko together so Kiriko can provide sustain, and Lúcio can enable his team to run over the enemy team. Speed is also the best tool for kiting enemy Ultimates and denying their value. Equally important is how self-sufficient he is, and how good he is at peeling for his fellow backline.

Mercy

The Pocket Support, who enables DPS carries like Pharah or Sojourn. Mercy struggles to keep her team alive because of the DPS passive, which decreases healing, and being limited to single-target healing, while most other Supports possess both single-target and AoE healing. She's still strong in poke comps, or when you identify that your team has a carry that you can pocket for an easy win.

Moira

Moira can be difficult to eliminate but she also struggles to force a win for her team. Weak utility and limited impact compared to other Supports who possess fight-winning abilities, such as Protection Suzu. Her high survivability and consistent AoE healing make her a decent choice in chaotic brawls and scrambly fights.

Zenyatta

Zenyatta mostly comes down to finding off angles, getting elims, and staying alive. As long as you can manage Orb of Discord well, your team can blow up the enemy. However, his damage is his only survival tool, so he's generally the first target of every fight as he's extremely vulnerable to dive and flank pressure. He's best in poke and tank-melting comps.