Overwatch 2 Reveals Season 20 Patch Notes

Overwatch 2 Reveals Season 20 Patch Notes


On December 9, Overwatch 2 launched its 20th season, bringing with it the new Hero, Vendetta, and several adjustments to various playable characters. Along with the return of the Winter Wonderland seasonal event, Overwatch 2 also made some changes to the Aim Assist feature that should make it easier for console players to use.

Season 20 was heralded by the official launch of Vendetta, the 45th playable Hero of the Overwatch series. Though Vendetta was initially perceived to be a Tank hero when first revealed, the Italian gladiator is instead a dive-focused Damage Hero who uses her colossal greatsword to punish foes up close, and close the gap on distant targets. True to her moniker as the She-Wolf of Retaliation, Vendetta’s diving attacks make her a high-risk, high-reward Damage Hero that can quickly devastate backline targets if left unchecked. However, Vendetta’s melee-focused attacks can leave her isolated if she pushes too aggressively into enemy territory. Ergo, Overwatch 2 players must know when to dive in or wait for backup when playing as Vendetta.

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With Season 20 now underway, Overwatch 2 has also made some adjustments to some Heroes in Stadium and Competitive modes. Following Vendetta’s Hero trial period, the She-Wolf of Retaliation received some buffs in response to player feedback. Vendetta’s Palatine Fang, Projected Edge, and Whirlwind Dash have a shorter recovery time, making it easier for new players to control her. Although Soaring Slice had a slight throw distance reduction, this also means Vendetta will take less time to throw her sword. Vendetta’s Siphoning Strike and Swift Vengeance perks also saw slight buffs, which should make her more sustainable in a team fight. By contrast, heroes like Reaper and Reinhardt saw some slight nerfs, with Reaper losing 5% Lifesteal from The Reaping and Reinhardt’s Ultimate ability, Earthshatter, now costing 9% more to better align its impact and charge rate.

Several changes were also made to Competitive mode, with the Challenger Leaderboard now organized by Challenger Score. Challenger Score points are granted by winning matches in Core Competitive play, or in All-Star 5 Stadium mode, at Diamond 5 rank or higher. As for Stadium mode itself, Doomfist and the fan-favorite Wuyang join the roster of playable Heroes, with several powers for them to pick from. Doomfist’s Stadium powers focus on amplifying his punches and overwhelming his foes, while Wuyang doubles down on his aquatic and healing abilities. Cassidy received an overhaul in Stadium mode, as several of his powers were reworked to make them more viable across the board. Changes to various Stadium mode gadgets to give players more options were also made with the Season 20 update.

Season 20 Brings More Quality-of-Life Changes

Season 20 of Overwatch 2 also made some key adjustments to Aim Assist. Aim Assist strength has been increased by 7%, and some extra sensitivity options have been added for players to use. Friendly Aim Assist options have also been added to Juno, Illari, and Ana to help heal targets below specific health percentage thresholds. Some new Ease-In Aim Assist settings can now be toggled for all Heroes, giving players new ways to adjust their experience. Players can still individually change a character’s ease-in values, though Aim Assist Legacy Mode has been removed from the game.

Additionally, the Antarctica Peninsula map was taken out of the rotation for Seasons 20 and 21. Blizzard stated that the team is reworking several parts of the map and reassured players that the map will return in Season 22 sometime in 2026.

Winter Wonderland Returns With Thematic Rewards

The Christmas-themed Winter Wonderland event is back until January 7, giving Overwatch 2 players some holiday-centric cosmetics to add to their collections. Completing challenges in Winter Wonderland and various game modes will earn players Winter Cookies that can be spent on three festive reward tracks, Jingle Tracer, Krampus Junkrat, and Santa Claus Torbjorn, to claim various rewards like lootboxes, battle pass tier skips, and other goodies. Along with Winter Wonderland, the Overwatch 2 x Avatar: The Last Airbender collaboration will have an encore run from December 16 through 29. The returning collaboration will offer players another chance to earn some rare Hero skins, including Mei as Katara and Genji as Zuko.

While Winter Wonderland is active, some seasonal game modes can be accessed via Overwatch 2‘s Arcade and in the new Game Modes tab until January 7. With both Overwatch 2 and Marvel Rivals releasing new content updates that bring additional characters to the fray, fans of the team shooter genre will have plenty to do throughout December.

Overwatch 2 Season 20 Patch Notes (December 9, 2025)

From 12/9 to 1/7, Winter Wonderland is back to Overwatch!

New Modes

  • Weeks 1-2: From December 9 – 22, you’ll have the chance to play one of Overwatch’s favorite modes – Mischief & Magic! But now, in a wintery landscape of Kings Row with winter props! Check out the mode in the Arcade or the “Game Modes” tab in the event.
  • Weeks 3-4: From December 23 – January 5, the mode gets another dollop of mischief with Mischief & Magic Wonderland – a variant of the mode that allows the props to defend themselves! Now, when you’re hiding as Rogue Kiriko in prop form, you can taunt and stun the Genji Knights to gain ultimate charge and then use your ultimate and supercharged health to take them down while you scurry away! Find the mode in the Arcade or the “Game Modes” tab in the event.

Complete Challenges & Collect Cookies

  • Play both new winter modes (Mischief & Magic and Mischief & Magic Wonderland) to earn special cookies through completing challenges. In the Winter Wonderland event home page, you can then gift your holiday cookies to one of three mystical winter spirits – Tracer the Elf, Santa Torbjörn, or Junkrat Krampus. Each spirit has their own rewards to give you as a thank you for the cookies – lootboxes, Battle Pass tier skips, and awesome cosmetics!

Returning Modes

  • Weeks 1-4: From December 9 – January 5, your favorite returning winter modes are back! Mei’s Snowball Offensive, Snowball Deathmatch, Yeti Hunter, and Freezethaw Elimination will be available in the Arcade and new “Game Modes” tab in the Winter Wonderland event.

General Updates

Saves for Overhealth

  • All heroes that apply overhealth to allies can now get Saves for this if the application is well timed (only a few could in the past).

Aim Assist

  • Increased Aim Assist strength by 7%
  • New extra sensitivity options:

    • Extra Horizontal Sensitivity at Max Deadzone
    • Extra Vertical Sensitivity at Max Deadzone
    • Extra Sensitivity Ramp-up delay (0 – 1 second) – Amount of time right stick needs to be held for max sensitivity to kick in
    • Extra Sensitivity Ramp-up time (0 – 1 second) – Amount of time for the extra sensitivity to accelerate to full once ramp-up delay is finished.
    • Disable Aim Assist at Max Deadzone
  • Friendly Aim Assist Changes:

    • Only affects Ana, Juno, Illari
    • New option in the Hero/HUD option – Friendly Aim Assist Health threshold – Aim assist will only activate on allied targets below the set health % value of this field. Default is 99% so that full health allies are not targeted now.
    • Set default friendly aim assist strength to 100% for Juno/Ana/Illari.
  • New Aim Assist Ease-in settings in All Heroes options:

    • Projectile heroes aim assist ease in
    • Hitscan heroes aim assist ease in
    • Melee heroes aim assist ease in
    • Allows players to tweak the ease in value for the diff types of heroes through the all heroes menu. Players can still individually change a specific hero’s ease in value through the per hero option

Removed Aim Assist Legacy Mode

Disabled Antartica Peninsula

  • Antartica Peninsula has been disabled from gameplay at this time

We are removing Antarctic Peninsula from the game for 2 seasons. The team has long since wanted to rework parts of the map and we’re really excited about the changes! We hope players will be excited when the changes go live. We can’t wait to share the updates with you all, but in the mean time – we hope you won’t miss it too much (and the penguins). We’ll see you in Antarctica in S22!

Competitive Updates

Top 500 has been upgraded to Challenger Tier

  • The Challenger Leaderboard is now organized by Challenger Score.

    • Winning a match at or above Diamond 5 in Core Competitive play or All-Star 5 in Stadium now grants Challenger Score.

      • The exact Challenger Score players get for a win is based on the highest ranked player in each match. A map of ranks to Challenger score payout is included at the end of this section.
    • Losing a match at or above Diamond 5 or All-Star 5 subtracts 33% of the Challenger Score a player would gain at their Rank according to the table below.

      • The highest ranked player in the match is not used to calculate Challenger Score for losses.
    • Challenger Score is recorded over the course of a season and reset to 0 when a season ends.
    • Challenger Score gains a Heat Bonus each consecutive week of the season of 5%. Example:

      • At the end of a 9-week season a win would be worth 40% more Challenger Score.
    • Challenger Score can’t be earned in Wide matches.
    • Challenger Score earned Role Queue is applied to both the Role-specific leaderboards and the Combined Leaderboard.
    • Challenger Score earned in Open Queue and Stadium are accumulated in separate leaderboards.
    • Challenger Score has been added to the Career Profile.
    • Challenger Score has been added to the Competitive Progress screen.
  • Verified Challenger Tier players will now be able to link to their social channels directly from the Challenger leaderboards, allowing everyone to watch some of our highest skilled players live on various platforms.

    • The first wave of players with this privilege will start small and we’ll expand this group over time.
    • The players that are currently live in the game client will have a red highlight on their streaming link.
  • The following requirements to appear on the leaderboards have changed (requirements not mentioned here remain unchanged):

    • Players no longer have to win a specific number of games to appear on the leaderboard.
    • There is no longer timed delay before the leaderboards appear.
    • Each leaderboard has a Challenger Score requirement. Once players meet this requirement they will immediately appear on the leaderboard. The requirements are as follows:

      • Combined – 5000
      • Open Queue – 5000
      • Stadium – 5000
      • Each Role in Core 5v5 and Stadium – 4000
    • Endorsement Level 2 is required (Endorsement Level 2 has been the default starting level for new players since Season 19).
    • For Stadium, a new challenge requiring 25 wins has been added.
  • Many usability improvements have been made to the leaderboard screen, such as the ability to scroll, the ability to search the leaderboard for a player’s name, a “Go to me” button, and filters for players using the Social links described above.
  • Rewards for Challenger Tier will be improved over Top 500’s, but the exact improvements will be revealed as we get closer to when they’ll be awarded in Season 21…
  • Tier/Division to Challenger Score for Core Competitive Play:

    • Diamond 5 – 30
    • Diamond 4 – 32
    • Diamond 3 – 34
    • Diamond 2 – 36
    • Diamond 1 – 38
    • Master 5 – 42
    • Master 4 – 46
    • Master 3 – 50
    • Master 2 – 54
    • Master 1 – 58
    • Grandmaster 5 – 70
    • Grandmaster 4 – 82
    • Grandmaster 3 – 94
    • Grandmaster 2 – 116
    • Grandmaster 1 – 128
    • Champion 5 – 152
    • Champion 4 – 176
    • Champion 3 – 200
    • Champion 2 – 224
    • Champion 1 – 248
  • Tier/Division to Challenger Score for Stadium:

    • All-Star 5 – 85
    • All-Star 4 – 100
    • All-Star 3 – 115
    • All-Star 2 – 130
    • All-Star 1 – 145
    • Legend 5 – 175
    • Legend 4 – 205
    • Legend 3 – 235
    • Legend 2 – 265
    • Legend 1 – 295

This upgrade changes our existing leaderboards into a season-long race between the best players with better rewards and real recognition for players. A player maintaining multiple accounts on the leaderboard becomes considerably more difficult in this new paradigm (we’re sure some of you will still try)! Social links on the leaderboards are intended to give aspiring creators and seasoned streamers a chance to show off what it means to be the best at the game. Challenger Score shifts the focus away from camping a high position to continually battling for top placement, and in doing so elevates the prestige of the system. Top placement at the end of a season will be more competitive than in the past, and this is very intended. The Heat Bonus ensures that as time passes in a season each new victory counts for slightly more. Overall, we believe that being on the leaderboard should be about a continual push for excellence, instead of a brief burst of high rank wins followed by a long period of inactivity that it often is today.

Grouping Restrictions

  • Champion players now must be within 1 Division to be in a Narrow group.
  • Grandmaster and Master players now must be within 2 Divisions to be in a Narrow group.

Cheater Compensation

  • In Core Competitive modes (Role and Open Queue) players will periodically get Rank Progress returned from matches that were found to have a cheater.

    • A new pop-up will appear on login letting you know about Rank Progress being returned when the cheater is banned.
    • Rank Progress is not subtracted if you won with a cheater on your team.
    • The technology to operate this system is included in the Season 20 patch, but the system will not start returning Rank Progress immediately at the start of the season.

      • We’ll start by calibrating the system and processing data behind the scenes, then after some time into Season 20 we’ll start returning Rank Progress.
      • We’ll start by calibrating the system and processing data behind the scenes, then after some time into Season 20 we’ll start returning Rank Progress.
      • Once the system comes online completely the delay between a cheater being banned and Rank Progress being returned will be much shorter.

HERO CHANGES

Tank

Junkerqueen

Carnage’s uptime is high due to its cooldown refund on individual or multiple hits. Increasing the base cooldown reduces this while preserving its rewarding potential.

Carnage

  • Cooldown increased from 8 to 9 seconds.

Hazard

With recent adjustments to Hazard’s block effectiveness, we’re restoring some of Jagged Wall’s previous strength. These changes make the Wall a more reliable option for both defensive and offensive pressure.

Jagged Wall

  • Knockback damage increased from 40 to 50.
  • Health increased from 350 to 400.

Reinhardt

Earthshatter has the potential to swing fights and is often generated quickly in close-range engagements. Increasing the ultimate cost better aligns its charge rate with its overall impact.

Earthshatter

  • Ultimate cost increased by 9%.

Sigma

Sigma can struggle to secure eliminations in certain matchups. Increasing direct impact damage rewards precision and improves key breakpoints when comboing with the rest of his kit.

Hyperspheres

  • Impact direct damage increased from 15 to 25.

Damage

Bastion

Recon mode damage is often weak compared to other heroes, making Bastion overly dependent on Sentry mode. A higher fire rate helps smooth out the weapon’s flow and increases his threat while in Recon mode.

Configuration: Recon

  • Fire rate increased from 5 to 6 shots per second.

Freja

Freja’s long-range kill potential primarily comes from landing two explosive bolts in quick succession. These changes shift power and breakpoints away from Take Aim and more toward her base kit, reducing distant lethality while improving her consistency elsewhere.

Revdraw Crossbow

  • Damage increased from 25 to 30.

Take Aim

  • Direct Hit damage reduced from 40 to 30.
  • Explosion damage reduced from 90 to 80.

Quick Dash

  • Distance traveled increased by 15%.

Bola Shot

  • Hinder duration on the hit target increased from 1.2 to 1.4.
  • Area slow increased from 25% to 45%.

Junkrat

The travel speed of Junkrat’s grenades is limiting, especially with the overall increase in hero mobility. Increasing projectile speed without altering the arc should improve consistency while preserving weapon feel. The Frag Cannon perk adjustments keep its bonus within reasonable bounds while removing the perk’s downside.

Frag Launcher

  • Projectile speed increased from 25 to 30.

Frag Cannon (Perk)

  • Projectile speed increase reduced from 40% to 25%.
  • No longer reduces ammo capacity.

Reaper

Reaper’s sustain from his passive leads to high survivability in close-range duels. A slight reduction in lifesteal maintains his durability while reducing his self-healing reliability in extended engagements.

The Reaping

  • Lifesteal reduced from 30% to 25%.

Vendetta

Vendetta performed well during her hero trial though her effectiveness fell off some at the higher ranks. These changes are mainly aimed at making her abilities feel more responsive to better flow between them. We’re reducing a few of the longer recovery times and making the passive easier to upkeep through the projectile speed adjustment. To help keep her engagement range in check we’re reducing the maximum distance you can throw the sword with Soaring Slice, but this means it’ll also take less time to perform and be a bit snappier. The survivability perks have been buffed slightly to make the choices more competitive.

General

  • Reduced recovery times of Palatine Fang overhead, Whirlwind Dash, and Projected Edge by about 15%

Projected Edge

  • Projectile speed increased from 33 to 37 meters per second

Soaring Slice

  • Max throw distance reduced from 16 to 14 meters

Siphoning Strike – Perk

  • Lifesteal increased from 30% to 40%

Swift Vengeance – Perk

  • Overhealth increased from 125 to 150

Venture



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