Zenyatta by Nima Nightmare

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Zenyatta

By: Nima Nightmare
Last Updated: Oct 27, 2026
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Zenyatta

Wandering Guru

This concept has been reworked from the ground up. For the previous iteration (August 2026), see here, and for the oldest iteration (August 2021), see here.


Zenyatta is an omnic monk who wanders the world in search of spiritual enlightenment. It is said that those who cross his path are never the same again.

Strengths

  • Not Mana dependent
  • Can be played both as a Healer and a Ranged Assassin
  • Access to both sustain and burst healing
  • Excellent survivability-enhancement
  • Self-healing is tied to own Energy resource, reducing the need to Hearth back to the Hall of Storms for Health restoration.
  • High Attack Range and Cast Range
  • Both Heroics provide powerful effects

Weaknesses

  • Very low Health pool
  • Cost-management intensive despite not being a Mana user
  • Low mobility without Talents
  • Steep learning curve, not beginner-friendly
  • No Crowd Control outside of Snap Kick
  • Mediocre waveclear


Stats


Health: 1350
Health Regen: 5.9 per second
Attack Damage: 60
Attack Speed: 2.5 per second
Attack Range: 6.0


Side Note


This is the second time this concept has been reworked, although this time, it is done to make Zenyatta a more active Hero compared to its previous iteration (August 2026). The old Restore Orbs system made Zenyatta's gameplay way too binary as he would have to stay out of combat to regain his Orbs, which was guaranteed given how fast the Orbs would be consumed with Orb of Harmony and Orb of Discord's consumption rates and their reactivations. As a result, Zenyatta has a new trait; Enlightenment (different from the old Talent), which allows him to provide baseline Evasion to his allies when he heals them, but its cooldown starts when it is expended to prevent it from becoming overpowered.

Furthermore, the reactivation of the Orbs Abilities, although a fun concept, was simultaneously spammable and Orb-draining at once, making the decision-making not that viable. Orb of Discord, no matter how much I've tried to distinguish it, was a match-dependently-better or worse version of Hunter's Mark, so it had to be changed as well. While I'm aware it's an iconic part of Zenyatta, it wasn't easy to conceptualize as a Basic Ability. So it is reworked into a Heroic Ability to be more healthy and strong without overlapping with Hunter's Mark.

And finally, while I personally enjoyed the idea of Orb of Inversion, it simply could not compete with Transcendence enough, and Transcendence itself wasn't that good of a Heroic Ability in most cases either, so it had to be changed. Orb of Inversion was scrapped in favor of Zenyatta's new Heroic Ability; Snap Kick, giving him some much needed mobility and Crowd Control in the same Ability.

Combat Trait

1
Enlightenment
Zenyatta's healing Abilities grants Enlightenment to allied Heroes. When an ally affected with Enlightenment is hit with a Heroic Basic Attack, they lose their Enlightenment and continue Evading enemy Basic Attacks for 2 seconds.

This effect has an 7 second cooldown per Hero that starts when that Hero expends their Enlightenment.

Orbs of Serenity

Zenyatta uses 100 Orbs instead of Mana. Orbs are regenerated by 1 per second. Basic Attacks against enemy Heroes grant 2 Orbs. This is increased to 5 if the target Hero is below 50% Health. For every 1 restored Orb, Zenyatta is healed for 0.5% of his maximum Health.

Primary Abilities

1
Orb Volley
Target an enemy to channel for up to 3 seconds, creating 2 projectiles per second that are launched at the targeted enemy by reactivating the Ability or by channeling Orb Volley to its maximum duration, each dealing 98 (+4% per level) damage to the first enemy or Structure they come in contact with.


Cooldown: 10 seconds
Orbs: 5 per second


Cast Range: 8
Max Projectile Range: 16
Missile Speed: 26

Similar to Nova's Triple Tap, Orb Volley projectiles hit the first enemy in their path instead of their intended target, meaning Minions, Mercenaries, Structures and other Heroes can be used as cover to block these projectiles.
While channeling, Zenyatta can move, but cannot Basic Attack nor use his other Abilities.
2
Orb of Harmony
Attach an Orb on an allied Hero, healing them by 93 (+4% per level) Health per second. Target another ally to switch targets. Target self to cancel Orb of Harmony. Every 6th Basic Attack of Zenyatta against an enemy Hero heals allies affected with Orb of Harmony by 150 (+4% per level).

When Zenyatta’s Orbs fall below 5 or when the current target allied Hero walks out of range, Orb of Harmony is instantly deactivated.

Does not consume Orbs if the target is at full Health.

No cooldown
Orbs: 5 per second


Cast Range: 10
Leash Range: 10

Heals for 5.8125 Health every 0.0625 seconds.
In Overwatch, Healers are designed with 2 Healers per team in mind while in HotS, they are designed with 1 per team in mind. The bonus healing aspect is there to allow Zenyatta to help his team on his own while also differentiating the Ability from similar ones (e.g. Lt. Morales's Healing Beam).
Zenyatta can Basic Attack any Hero 6 times for the bonus healing to trigger. This will be retained even if he changes his Basic Attack or Orb of Harmony target.
3
Transcendence
After 0.25 seconds, enter Stasis for 2.5 seconds. Nearby allied Heroes become Unkillable and are healed for 50 (+4% per level) Health per second. Can be canceled early.

Cooldown: 18 seconds
Orbs: 30


Radius: 4.5

Can move while active, but cannot Basic Attack nor use other Abilities.
Despite sharing the same name, Transcendence works differently here than it does in Overwatch due to existing Abilities fulfilling its niche (namely Holy Word: Salvation and Tranquility), with the healing being significantly lower than it is in Overwatch.
Transcendence's healing does not affect Zenyatta.
Heals for 3.125 (+4% per level) Health every 0.0625 seconds.

Heroic Abilities

1
Orb of Discord
Launch an Orb across the battleground. Upon reactivation or contact with an enemy Hero, the Orb explodes, dealing 50 (+4% per level) up to 250 (+4% per level) damage to nearby enemy Heroes over 3 seconds depending on the distance traveled.

Upon exploding, a zone is created at its wake for 4 seconds. Enemy Heroes inside have their Armor reduced by 25.

The area of the explosion and the zone are increased based on the distance traveled, up to 200%.


Cooldown: 70 seconds
Orbs: 50

Zone Radius (level 1): 2
Zone Radius (level 2): 4
Zone Radius (level 3): 6
Cast Range: 10
Contact Radius: 3
Max Range: Global
Missile Speed: 25
Level 2 Threshold Range: 10
Level 3 Threshold Range: 20


Travel distance affecting Orb of Discord's damage and search radius works similar to Dragon's Arrow.
Damage value starts at 50 (+4% per level) at level 1, to 150 (+4% per level) at level 2, and finally 250 (+4% per level) at level 3.
2
Snap Kick
Kick forward in the target direction, dealing 150 (+4% per level) damage to all non-Structure enemies in the way and knocking them slightly away.

If an enemy Hero is hit, Zenyatta's movement is intercepted, but the Hero hit is knocked back further, and if they collide with impassable terrain, they are Stunned for 0.5 seconds.

Charges: 2
Charge Cooldown: 16 seconds
Orbs: 20

Hitbox: 1 x 2
Max Movement Duration: 1 second
Knockback Speed (non-Heroes): 12
Knockback Duration (non-Heroes): 0.1875 seconds
Knockback Speed (Heroes): 30
Knockback Duration (Heroes): 0.25 seconds
Range: 8
Missile Speed (Zenyatta): 18
Cast End Delay: 0.125 (after stopping)


Can be used to go over impassable terrain.
Has a 2 second cooldown between each charge.

Level 1 Talents

Free Mind (W)
Orb of Harmony's heal overtime is increased by 75% on allied Heroes below 25% Health. If Orb of Harmony is kept on the same allied Hero for 3 consecutive seconds, it continues to heal its last target for 1 second upon removal.

This lingering healing does not benefit from Orb of Harmony's bonus healing or Overflow (level 16).

Walking in Harmony (E)
Transcendence no longer costs Orbs and its cooldown refreshes 100% faster while below 50% Health. For every second that Transcendence was used, Zenyatta's next Basic Attack against an enemy Hero deals 50% increased damage and restores 5 extra Orbs, stacking up to 4 times.

Karmic Retribution (Passive)
Gain 15 permanent Armor.

Repeatable Quest: Participating in Hero takedowns grants a stack of Karma, with each stack increasing Zenyatta’s Attack Speed by 3% and reducing his Armor by 5. Can stack up to 5 Karma.
Repeatable Reward: While at max stacks, Zenyatta gains an additional 15% Attack Speed and 1 bonus Attack Range, but his Abilities cost 100% more Orbs.

All Karma is lost on death even at maximum stacks.

Level 4 Talents

Salvation Seeker (Q)
Upon impact with enemy Heroes, each Orb Volley projectile splits into 1 smaller projectile that homes towards the nearest enemy Hero (aside from the target initially hit), dealing 49 (+4% per level) damage to the first enemy or Structure in its path.

Search Radius: 6 units around the damaged Hero

Vampiric Gaze (W)
Allies affected with Orb of Harmony heal for 15% of the damage Zenyatta deals to enemy Heroes. Every 6th Basic Attack of Zenyatta against an enemy Hero increases this bonus to 35% for 2 seconds.

Risky Prayer (Active)
Consume all of Zenyatta’s Orbs to gain a Shield equal to 0.75% of his maximum Health per consumed Orb for 4 seconds.

Zenyatta cannot restore any Orbs while he has Shields from Risky Prayer.

Cooldown: 40 seconds

Level 7 Talents

False Promise (Q)
Every 1.5 seconds, Orb Volley passively charges up a projectile that can be launched all at once at the targeted enemy at any time, but each charge costs 5 Orbs. Up to a maximum of 6 projectiles at a time.

This effect can be toggled on and off.

Passive: If a fully charged Orb Volley hits only enemy Heroes, reduce its cooldown by 5 seconds, and if False Promise is toggled on, instantly gain 3 Orb Volley (False Promise) charges.

When toggled on, Orb Volley is replaced with Orb Volley (False Promise). Orb Volley (False Promise) has no channeling time, retains the same properties as Orb Volley and benefits from its related talents.

Inner Peace (E)
Transcendence's healing is increased by 25%. When Transcendence ends, allied Heroes below 25% Health are healed for 250 (+4% per level) Health.

Passive: While Transcendence is active, Zenyatta is healed for 2% of his maximum Health per second.

Heals Zenyatta for 0.125% of his maximum Health every 0.0625 seconds.

Guiding Light (Trait)
Allied Heroes with expended Enlightenment gain 15% Movement Speed for 2 seconds. For every allied Hero currently bearing Enlightenment, gain 5% increased Movement Speed.

Level 13 Talents

Tranquility (Trait)
Every time an allied Hero expends their Enlightenment, Zenyatta restores 5 Orbs and gains 10% increased Spell Power, stacking up to 4 times.

Iris' Protection (Trait)
Allied Heroes currently bearing Enlightenment gain 20 Spell Armor. After expending their Enlightenment, they gain a permanent 180 (+4% per level) Shield that does not stack on itself.

Welcomed Adversity (Trait)
When an allied Hero expends their Enlightenment, they deal 110 (+4% per level) damage to the nearest enemy Hero over 3 seconds.

Search Radius: 6

Level 16 Talents

Strike at Weakness (Q)
Each Orb Volley projectile deals an additional damage based on 1.75% of their target’s maximum Health when damaging Heroes. If all projectiles from a fully charged Orb Volley hit the same enemy Hero, the last projectile deals 50% increased damage and bonus damage equal to 3.5% of its target's maximum Health.

Overflow (W)
Whenever allies affected with Orb of Harmony get Stunned, Rooted or Silenced, they are instantly healed for 175 (+4% per level) Health and gain 25 Armor for 3 seconds.

This effect has a 3 second cooldown per Hero.
Equanimity (E)
If at least 3 allied Heroes are affected with Transcendence when it ends, nearby allied Heroes gain 30% increased Attack and Ability damage for 3 seconds.

Level 20 Talents

Dissonance (Heroic R)
Orb of Discord's zone reduces the Physical Damage and Spell Power of enemy Heroes inside by 40%, and its effects persist for 2 seconds after leaving its area.

If an enemy Hero dies while under the effects of Orb of Discord, another Orb of Discord explosion occurs at their location.

Radius and damage is the same as the original Orb of Discord reactivation/impact.

Lesson in Humility (Heroic R)
Enemy Heroes Stunned with Snap Kick are Silenced for 1 second after it ends.

Passive: Snap Kick's cooldown refreshes 200% faster when it has no remaining charges.

Shared Serenity (W)
Orb of Harmony creates a free secondary Orb of Harmony an allied Hero closest to the current target. This secondary Orb of Harmony heals for 50% of its original value, and mimics the Talent benefits of the first one.

Does not affect Zenyatta.

Search Radius (around the Orb of Harmony target): 8 units

Spiritual Successor (E)
After exiting Transcendence, remove all disabling effects from nearby allied Heroes, and grant them 75 Physical Armor for 2.5 seconds when doing so.

Requires each ally to be cleansed of disabling effects in order for them to be affected with Physical Armor.

One With The Universe (Active)
Target an allied hero to Protect them from damage for 2 seconds. Upon expiration, they are healed for 150% of the damage absorbed. Every time Orb of Harmony’s heal overtime heals an allied Hero, reduce the cooldown of One With the Universe by 0.125 seconds, while its bonus healing reduces this cooldown by 15 seconds.

Cannot be used on Zenyatta.

Cooldown: 150 seconds

Cast Range: 8

Changelog

27/10/2026


Abilities


Trait: Enlightenment (D) (ADJUSTED)

  • Adjusted Functionality: Allies that lose Enlightenment gain Evasion for 2 seconds.
  • Cooldown per ally is reduced from 8 to 7 seconds.
  • Zenyatta's Orb resource is now named to Orbs of Serenity instead of being a simple Passive effect.
  • Each restored Orb now heals Zenyatta for 0.5% of his maximum Health.

Transcendence (E)

  • No longer increases nearby allied Heroes' damage dealt.
  • Now heals allies for 50 Health per second baseline.
  • Duration increased from 2 to 2.5 seconds.

Talents


Level 1


Walking in Harmony

  • On top of increasing Attack Damage, every second of Transcendence usage also causes the empowered Basic Attacks to restore 5 Orbs per stack.

Karmic Retribution

  • Repeatable Reward bonus Attack Speed increased from 5% to 15%.
  • Repeatable Reward now also provides 1 bonus Attack Range for Zenyatta.

Level 4


Salvation Seeker (REWORKED)

  • No longer heals allies.
  • Upon impact with enemy Heroes, each Orb Volley projectile splits into 1 smaller projectile that homes towards the nearest enemy Hero (aside from the target initially hit), dealing 49 (+4% per level) damage to the first enemy or Structure in its path.

Level 7


Inner Peace (REWORKED)

  • Reworked Functionality: Transcendence's healing is increased by 25%. When Transcendence ends, allied Heroes below 25% Health are healed for 250 (+4% per level) Health.
  • Zenyatta's self healing during Transcendence is reduced from 4% to 2% of his maximum Health per second.

Level 13


Tranquility

  • Expended Enlightenment also restores 5 Orbs for Zenyatta.

Level 16


Equanimity

  • Still provides damage bonus, but now instead of increasing it, it grants it from scratch since Transcendence no longer increases allied damage dealt baseline.

25/10/2026


General

  • Health increased from 1210 to 1350.

Abilities


Orb Volley (Q)

  • Cast Range reduced from 10 to 8.
  • Max projectile range reduced from global to 16.

Orb of Harmony (W)

  • Bonus healing now triggers with every 6th Basic Attack instead of every 3rd.

Transcendence (E)

  • Radius increased from 4 to 4.5.
  • Cast delay increased from 0.15 to 0.25 seconds.
  • Damage bonus reduced from 30% to 15%.

Orb of Discord (R)

  • Radius scaling changed from 4 --> 6 --> 8 to 2 --> 4 --> 6.
  • Contact radius reduced from 5 to 3.

Snap Kick (R)

  • Cast Delay removed.
  • Added a 0.125 seconds delay for after the cast ends.

Talents


Level 1


Free Mind (ADJUSTED)

  • Lingering healing now only applies if Orb of Harmony was on the same target for 3 consecutive seconds.
  • Clarified that this lingering healing does not benefit from Orb of Harmony's bonus healing nor Overflow.

Karmic Retribution (ADJUSTED)

  • Max Karma reduced from 6 to 5.
  • No longer increases Zenyatta's Attack Damage.
  • Each Karma increases Zenyatta's Attack Speed by 3%.
  • At max Karma, Zenyatta gains an additional 5% Attack Speed.

Level 4


Vampiric Gaze

  • Bonus healing triggers with every 6th Basic Attack instead of every 3rd.

Risky Prayer

  • No longer weakens Risky Prayer's properties with each consecutive uses.

Level 16


Overflow

  • Added an internal cooldown of 3 seconds per allied Hero.

Equanimity

  • Damage bonus reduced from 50% to 30%.

25/10/2026


General

  • Adjusted the Strengths and Weaknesses descriptions to be up to date.
  • Added a Side Note, explaining the reasoning for the second rework.

Abilities


Trait: Restore Orbs (D)

  • Removed as a standalone Ability.
  • Zenyatta's Energy resource is still replaced with 100 Orbs.
  • Can no longer channel to restore Orbs. Consequently, the D hotkey is no longer an activatable ability.
  • No longer heals Zenyatta for 1% of his max Health whenever he restores an Orb.
  • Added Functionality: Basic Attacks against enemy Heroes grant 2 Orbs. This is increased to 5 if the target Hero is below 50% Health.

Trait: Enlightenment (D) (Moved From Level 7, REWORKED)

  • No longer increases Zenyatta's Movement Speed.
  • Zenyatta's healing Abilities grants Enlightenment to allied Heroes. Allies with Enlightenment Evade the next hostile Heroic Basic Attack before losing Enlightenment.
  • This effect has an 8 second cooldown per Hero that starts when that Hero expends their Enlightenment.

Orb Volley (Q)

  • Damage type changed back from Physical to Spell due to Zenyatta no longer having exclusively Physical Armor reduction.

Orb of Harmony (W) (ADJUSTED)

  • Can no longer be reactivated on the same target for bonus healing.
  • Bonus healing reduced from 250 to 150.
  • Reworked Functionality: Bonus healing now triggers with every 3rd Basic Attack of Zenyatta against an enemy Hero.

Orb of Discord (E) (REWORKED)

  • Moved to the Heroic slot. Consequently, only available if its respective Talent is chosen at level 10.
  • Can no longer be unit-targeted.
  • Range increased from 10 to global.
  • Armor reduction amount increased from 15 to 25.
  • Armor reduction type is no longer exclusively Physical.
  • Reworked Functionality: Launch an Orb across the battleground. Upon reactivation or contact with an enemy Hero, the Orb explodes, dealing 50 (+4% per level) up to 250 (+4% per level) damage to nearby enemy Heroes over 3 seconds depending on the distance traveled. Upon exploding, a zone is created at its location for 4 seconds. Enemy Heroes inside have their Armor reduced by 25. The area of the explosion and the zone are increased based on the distance traveled, up to 100%.
  • Cost changed from 5 Orbs per second to 50 Orbs.
  • Cooldown increased from no cooldown to 70 seconds.

Transcendence (R) (REWORKED)

  • Moved to the E Ability slot. Consequently, no longer requires a level 10 talent to be available.
  • Duration reduced from 4 to 2 seconds.
  • Cast time reduced from 0.5 seconds to 0.15 seconds.
  • No longer suppresses Zenyatta's movement.
  • Cooldown reduced from 75 to 18 seconds.
  • Orb cost reduced from 50 to 30.
  • Radius reduced from 8 to 4.

Orb of Inversion (R)

  • Removed.

Snap Kick (R) (NEW)

  • After 0.5 seconds, kick forward in the target direction, dealing 150 (+4% per level) damage to all non-Structure enemies in the way and knocking them slightly away.
  • If an enemy Hero is hit, Zenyatta's movement is intercepted, but the Hero hit is knocked back further, and if they collide with impassable terrain, they are Stunned for 0.5 seconds.
  • Orbs: 20
  • Charges: 2
  • Charge Cooldown: 16 seconds

Talents


Level 1


Walking in Harmony (REWORKED)

  • No longer increases Zenyatta's self-healing rate.
  • No longer heals nearby allied Heroes for a percentage of their maximum Health.
    Reworked Functionality: Transcendence no longer costs Orbs and its cooldown refreshes 100% faster while below 50% Health. For each second of Transcendence usage, Zenyatta's next Basic Attack against an enemy Hero deals 50% increased damage, stacking up to 4 times.

Level 4


Salvation Seeker (ADJUSTED)

  • Adjusted Functionality: Instead of hitting more Heroes, Orb Volley now splits into smaller orbs that heal nearby allied Heroes for 70 (+4% per level) Health.

Vampiric Gaze (ADJUSTED)

  • Bonus healing rate now activates with every 3rd Basic Attack of Zenyatta against an enemy Hero.

Risky Prayer (ADJUSTED)

  • No longer increases the cost of Restore Orbs.
  • Adjusted Functionality: Each use of Risky Prayer permanently increases its own cooldown by 5 seconds and reduces its Shield amount by 0.1% of his maximum Health per consumed Orbs. These effects stack up to a maximum of 5 times.

Level 7


Inner Peace (NEW)

  • Transcendence heals nearby allied Heroes for 50 (+4% per level) Health per second, increased by 200% if there are at least 3 allied Heroes near Zenyatta.
  • Passive: While Transcendence is active, Zenyatta is healed for 4% of his maximum Health per second.

Guiding Light (NEW)

  • Allied Heroes with expended Enlightenment gain 15% Movement Speed for 2 seconds. For every allied Hero currently bearing Enlightenment, gain 5% increased Movement Speed.

Level 13


Tranquility (REWORKED)

  • No longer empowers Zenyatta's next Basic Ability for restored Orbs.
  • Reworked Functionality: Every time an allied Hero expends their Enlightenment, Zenyatta gains 10% increased Spell Power, stacking up to 4 times.

Iris' Protection (REWORKED)

  • No longer makes Zenyatta Protected.
  • No longer allows Restore Orbs to persist.
  • Reworked Functionality: Allied Heroes currently bearing Enlightenment gain 20 Spell Armor. After expending their Enlightenment, they gain a permanent 180 (+4% per level) Shield that does not stack on itself.

Welcomed Adversity (NEW)

  • When an allied Hero expends their Enlightenment, they deal 110 (+4% per level) damage to the nearest enemy Hero over 3 seconds.

Level 16


Overflow

  • Healing increased from 125 to 175.

Equanimity (Moved From Level 20, REWORKED)

  • No longer allows Transcendence to apply untalented Orbs of Discord.
  • Reworked Functionality: If at least 3 allied Heroes are affected with Transcendence when it ends, its damage bonus is increased to 50% and persists for 3 seconds.

Level 20


Dissonance (REWORKED)

  • No longer allows Orb Volley nor every 3rd Basic Attack of Zenyatta to explode on Discordant targets.
  • Reworked Functionality: Orb of Discord's zone reduces the Physical Damage and Spell Power of enemy Heroes inside by 40%, and its effects persist for 2 seconds after leaving its area. If an enemy Hero dies while under the effects of Orb of Discord, another Orb of Discord explosion occurs at their location.

Lesson in Humility (Moved From Level 13, REWORKED)

  • No longer increases Zenyatta's Basic Attack Damage.
  • No longer causes Zenyatta's Basic Attacks against enemy Heroes to restore Orbs (made baseline)
  • Reworked Functionality: Enemy Heroes Stunned with Snap Kick are Silenced for 1 second after it ends.
  • Passive: Snap Kick's cooldown refreshes 200% faster when it has no remaining charges.

One With The Universe

  • Healing amount increased from 100% to 150% of the damage absorbed.
  • Cooldown reduced from 180 to 150 seconds.

Spiritual Successor (NEW)

  • After exiting Transcendence, remove all disabling effects from nearby allied Heroes, and grants them 75 Physical Armor for 2.5 seconds when doing so.

Removed Talents

  • Soul Sap (Level 7)
  • Orb of Inversion (Level 10)
  • Darkness Falls (Level 16)
  • Rapid Inversion (Level 20)

22/08/2026


General

  • Rewrote some Ability/Talent descriptions to be shorter and easier to read.

Abilities


Orb of Harmony (W)

  • Added leash range.

Orb of Discord (E)

  • Added leash range.

Talents


Level 1


Free Mind

  • No longer lingers for 2 seconds on allies beyond Zenyatta's leash range. Still heals its last target for 1 more second.

Instant Karma

  • Renamed to Karmic Retribution.

Level 4


Vampiric Gaze (ADJUSTED)

  • No longer grants lifesteal to allies affected wit Orb of Harmony.
  • Adjusted Functionality: Allies affected with Orb of Harmony heal for 15% of the damage Zenyatta deals to enemy Heroes. Reactivating Orb of Harmony on the same allied Hero increases this bonus to 35% for 2 seconds.

Level 13


Tranquility

  • Instead of stacking up to 2 times, now stores up to 2 charges.

Iris' Protection

  • Also triggers if Zenyatta is knocked back while channeling Restore Orbs.

Level 20


Dual Harmony

  • Renamed to Shared Serenity.

15/05/2026


General

  • Description fixes.
  • Added property descriptions to Talents that required them.

Abilities


Orb of Harmony (W)

  • Can no longer be reactivated for burst healing on allied Heroes with full Health.

Talents


Level 13


Tranquility

  • No longer activates by just channeling Restore Orbs for 2 seconds. Exclusively activates after restoring 50 Orbs.
  • Now stacks up to 2 times.

Level 20


One With the Universe

  • Cast Range reduced from 14 to 8.

08/05/2026


General


  • Health increased from 1100 to 1210.
  • Health Regen increased from 2.4 to 5.9 per second.
  • Attack Damage reduced from 80 to 60.
  • Attack Range increased from 5.5 to 6.
  • Attack Speed increased from 2 to 2.5 per second.
  • No longer has Mana as energy resource.
  • Energy resource replaced with Orbs.

Abilities


Trait: Contemplate (D)

  • Removed.

Trait: Restore Orbs (D)

  • Added.
  • Replaces Zenyatta's energy resource with 100 Orbs.
  • Can be activated to restore 25 Orbs per second.
  • Passively restores 1 Orb per second.
  • Every 1 Orb restored heals Zenyatta for 1% of his maximum Health.
  • Not restorable with Regen Globes, Fountains, Hall of Storm or Mana regenerating abilities.

Orb Volley (Q)

  • Changed from skillshot to point-and-click targeted.
  • Projectiles hit the first enemy in their path instead of always hitting their intended target.
  • Cost changed from 30 Mana to 5 Orbs per second.
  • Maximum projectile count increased from 5 to 6.
  • Cooldown increased from 5 to 10 seconds. Interrupting Orb Volley reduces its cooldown to 6 seconds.
  • Damage increased from 90 to 98.
  • Damage type changed from Spell to Physical.

Orb of Harmony (W)

  • Heal overtime reduced from 95 to 93 per second.
  • Cost changed from 20 Mana per second to 5 Orbs per second.
  • Can now be reactivated on the same target for burst healing at the cost of Orbs.

Orb of Discord (E)

  • Armor reduction type changed from all Armor to Physical Armor.
  • Cost changed from 20 Mana per second to 5 Orbs per second.
  • Can now be reactivated on the same target for a brief extra Physical Armor reduction at the cost of Orbs.

Transcendence (R) (REWORKED)

  • No longer makes Zenyatta Invulnerable.
  • No longer heals nearby allies.
  • No longer deactivates Orb of Harmony and Orb of Discord.
  • Makes nearby allies Unkillable and increases their Attack Damage.
  • Puts Zenyatta in Stasis and makes him stationary.
  • Cooldown reduced from 80 to 75 seconds.
  • Cost changed from 100 Mana to 50 Orbs.

Dissonance (REWORKED)

  • Moved to level 20 as a selectable talent.
  • No longer makes Zenyatta Protected.
  • No longer deals damage around Zenyatta.
  • No longer increases Zenyatta's Movement Speed.
  • No longer deactivates Orb of Harmony and Orb of Discord.
  • Makes Orb Volley projectiles and every 3rd Basic Attack of Zenyatta to explode on Discordant targets to deal explosion damage around them.

Orb of Inversion (R)

  • Added.
  • Links an allied and an enemy Hero together to deal healing and damage to them based on the amount either of them receive.

Talents


Level 1


Free Mind (Moved from level 7) (REWORKED)

  • No longer increases Orb of Harmony's healing if the target is disabled.
  • Now causes Orb of Harmony to linger and heal for 1 more second after removal.
  • Increases Orb of Harmony's heal overtime on allies below 25% Health.

Walking in Harmony (Moved from level 16) (REWORKED)

  • No longer increases Orb of Harmony's range.
  • No longer allows Orb of Harmony to grant Attack Speed.
  • Increases the max Health Zenyatta restores with Restore Orbs.
  • Allows Zenyatta to heal nearby allies with every 5 Orbs restored.

Instant Karma (NEW)

  • Grants permanent Armor.
  • Has a Quest that increases Zenyatta's Attack Damage and decreases his Armor.

Level 4


Vampiric Gaze (Moved from level 7) (ADJUSTED)

  • Lifesteal granted with Orb of Harmony is exclusively Physical instead of Spell.
  • Lifesteal amount reduced from 20% to 15%.
  • Lifesteal amount increases by reactivating Orb of Harmony on the same target.
  • No longer increases the cost of Orb of Harmony.

Salvation Seeker (NEW)

  • Upon impact with enemy Heroes, Orb Volley projectiles split into smaller orbs each per nearby enemy Heroes, homing towards them (aside from the target initially hit), dealing 49 (+4% per level) Physical damage each.

Risky Prayer (NEW)

  • Activate to consume all of Zenyatta’s current Orbs and gain a Shield equal to 0.75% of his maximum Health per Orb consumed. Lasts 4 seconds.
  • Each use of Risky Prayer permanently increases the cooldown of Restore Orbs by 2 seconds, its duration by 2 seconds and reduces the amount of Orbs it restores per second by 2. Stacks up to 5 times.
  • Zenyatta cannot restore any Orbs while he has Shields from Risky Prayer.
  • Cooldown: 40 seconds

Level 7


Soul Sap (Moved from level 13) (REWORKED)

  • No longer causes Basic Attacks to deal percent damage to Discordant enemies.
  • Causes Orb of Discord to deal damage overtime.
  • 25 seconds cooldown per Hero that resets by reactivating Orb of Discord on the same target.

False Promise (NEW)

  • Instead of channeling, Orb Volley projectiles passively charge up every 1.5 seconds and Orb Volley can be reactivated to launch all of the current projectiles, but each projectile consumes 2.5 Orbs. Up to a maximum of 6 projectiles at a time. This effect can be toggled on and off.
  • Passive: Launching fully Charged Orb Volleys sets the next Orb Volley’s cooldown to 5 seconds.

Enlightenment (NEW)

  • Gain 5% Movement Speed. Every time Zenyatta heals himself with Restore Orbs, this is increased by an additional 5%, while healing allies with other Abilities increases this by 1% every time they heal them.
  • This stacks up to a maximum of 20% Movement Speed and lasts 4 seconds.

Level 13


Tranquility (REWORKED)

  • No longer grants Movement Speed.
  • Empowers Zenyatta's next Basic Ability with every 50 Orbs restored or with channeling Restore Orbs for 2 consecutive seconds.

Iris' Protection (NEW)

  • Getting Stunned or Silenced while channeling Restore Orbs makes Zenyatta Protected for 2 seconds.
  • Passive: Restore Orbs persists for 1 second upon ending or being interrupted.

Lesson in Humility (NEW)

  • Every 25 Orbs spent empowers Zenyatta’s next Basic Attack against an enemy Hero, causing it to deal 50% increased damage and restore 10 Orbs. Can be stacked up to 4 times.
  • Passive: Basic Attacks against enemy Heroes restore 2 Orbs. This amount is increased to 5 if the target enemy Hero is below 50% Health.

Level 16


Strike at Weakness (ADJUSTED)

  • No longer requires all Orb Volley projectiles to deal damage to the same Hero in order to deal percent damage.
  • Percent damage changed from 6% of maximum Health if all Orbs hit to 1.75% of maximum Health per Orb hit.
  • If all Orb Volley projectiles hit the same Hero, the last Orb deals 50% increased damage.

Overflow (Moved from level 20) (REWORKED)

  • No longer affects Contemplate.
  • Grants burst healing and Armor to disabled targets of Orb of Harmony.

Darkness Falls (REWORKED)

  • No longer increases Orb of Discord's Armor reduction.
  • No longer causes Orb of Discord to reveal Heroes.
  • No longer causes Orb of Discord to reduce enemy Spell Power.
  • Causes Orb of Discord to reduce its target's Physical Damage by 30%.
  • Causes every 3rd Basic Attack of Zenyatta against this target to increase this amount by an additional 25% for 2 seconds.

Level 20


One With the Universe (ADJUSTED)

  • Duration reduced from 5 to 2 seconds.
  • Cooldown increased from 80 to 180 seconds.
  • No longer applies the damage negated to the target ally.
  • No longer doubles the healing received.
  • Converts damage taken to healing.

Equanimity (NEW)

  • Increase Transcendence's radius by 25% and it now also affects nearby enemy Heroes, applying untalented Orbs of Discord on them that don't consume Orbs and cannot be reactivated.

Rapid Inversion (NEW)

  • Orb of Inversion grants 30% Attack Speed to its allied target while it is active. If the enemy target of Orb of Inversion dies while under its effects, then reset its duration and apply Orbs of Inversion to all Heroes near the dead enemy.
  • Additional Orbs of Inversion do not recast upon takedowns.

Dual Harmony (NEW)

  • Orb of Harmony also applies a secondary Orb of Harmony that consumes no Orbs on an allied Hero closest to the current target. This secondary Orb of Harmony heals for 50% of its original value, and mimics the commands and Talent benefits of the original Orb of Harmony.
  • Does not affect Zenyatta.

Removed Talents

  • True Self (Trait) (Level 1)
  • Levitation (Passive) (Level 1)
  • Iris' Precision (Q) (Level 1)
  • Artificial Intellect (Trait) (Level 4)
  • Destruction (Q) (Level 4)
  • Chaos Plague (E) (Level 4)
  • Reborn (W) (Level 7)
  • Iris' Perspective (Q) (Level 13)
  • Iris' Light (Heroic R) (Level 20)
  • Hateful Chaos (Heroic R) (Level 20)

10/05/2020

  • Created.

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SMILE (2) | October 26, 2026 12:10am
I dislike this new iteration. I do not think it is feasible.
1)[Enlightenment] suffers from the same problem as every Block effect. It is too unstable.
2)Why ever use [Orb Volley] over Basic Attacks? Am I missing something?
3)I do not get why he needs the "every 3rd basic attack" mechanic when he has 2.5 Attack Speed.
4)[Transcendence] is practically impossible to balance. Default cast time, cleanse, immunity for 2 seconds, strong damage bonus, and Unkillable on top of that.
5)[Orb of Discord] is overpowered. Imagine if Hanzo could manually explode [Dragon's Arrow] instead of having to aim and predict the enemy movement.
6)[Snap Kick] is irrelevant compared to the other option. However, even if [Orb of Discord] was not so strong, this ability is simply too clunky to use.
7)[Free Mind] has a major flaw of allowing you to not spend any resources on [Orb of Harmony] by spamming it.
8)[Karmic Retribution] granting 60% bonus Attack Damage at the cost of... breaking your resource management and losing 15 Armor on a Hero with no mobility and less Health than Probius is... a pretty bad tradeoff, not to mention the cost of participating in 6 Takedowns. Also, it is strange that it increases Attack Damage when this kit cares about the quantity of Basic Attacks, not their quality.
9)How many orbs does [Salvation Seeker] create? Is it per allied Hero in range?
10)[Risky Prayer] does not need any of the downsides. It already disables your abilities.
11)[False Promise] makes [Orb Volley] go from detrimental to unfair, as it allows you to burst down enemies out of nowhere, similar to Xal'atath's [Void Volley].
12)[Inner Peace] encourages bad positioning due to how small the radius of [Transcendence] is.
13)Does the 50% damage bonus of [Strike at Weakness] affect the base damage or the percentage damage?
14)[Overflow] is overpowered. It neutralizes any attempt by the enemy team to use CC because [Orb of Harmony] has no downtime. It also makes [Free Mind] even stronger.
15)[Equanimity] has the same problem as [Inner Peace]. However, if the radius was any bigger, this would be one of the strongest buffs in the game.
16)[Dissonance] is overloaded to the brim. It practically wins the game on the spot.
1
[-]
Nima Nightmare (2) | October 26, 2026 2:18pm
Quoted:
I dislike this new iteration. I do not think it is feasible.

I'm sorry to hear that, but I disagree with the unfeasibility. Unless you mean this iteration in isolation and not compared to its previous iterations, I personally disliked most of the previous iteration, which was even more unfeasible in practice, and I'd rather not work on a concept I'm not interested in.
Quoted:
1)[Enlightenment] suffers from the same problem as every Block effect. It is too unstable.

Elaborate on instability? Because this seems vague. The internal cooldown is there to ensure Zenyatta can't make his allies permanently immune to Basic Attacks with [Orb of Harmony].
Quoted:
2)Why ever use [Orb Volley] over Basic Attacks? Am I missing something?

Higher DPS than Basic Attacks, longer range, allows Zenyatta to move back from danger and still hit targets (added a max range to ensure it's not abusable). Zenyatta cannot move while Basic Attacking.
Quoted:
3)I do not get why he needs the "every 3rd basic attack" mechanic when he has 2.5 Attack Speed.

[Orb of Harmony] in Overwatch is a reskin of Healing Beam. A direct 1-to-1 Zenyatta port would not work in HotS at all because outside of parties and drafts, having more than 1 Healer per team is unlikely. I've changed it to be with every 6th Basic Attack instead.
Quoted:
4)[Transcendence] is practically impossible to balance. Default cast time, cleanse, immunity for 2 seconds, strong damage bonus, and Unkillable on top of that.

I wouldn't call it "default" cast time, but alright, it's been changed to be after 0.25 seconds. It used to be 0.5 seconds before because back then, it was a Heroic Ability. Reduced the damage bonus, but everything else is in my opinion fair until proven unbalanced in practice. I think Unkillable is way more oversaturated than it actually is, especially for just 2 seconds on a considerably high cooldown. If Force of Will can be baseline, then I don't think a short-lasting AoE Unkillable effect on a Basic Ability (with high cooldown) is too much.
Quoted:
5)[Orb of Discord] is overpowered. Imagine if Hanzo could manually explode [Dragon's Arrow] instead of having to aim and predict the enemy movement.

I see the concern, but there is a difference; Dragon's Arrow is a Stun. [Orb of Discord] has no CC attached to it. Enemies (especially ones with high mobility) can walk out of its area with ease unless Zenyatta's team has CC or pathing blockers to help him benefit from [Orb of Discord]. Its contact radius is also very small (changed it to be just 3). In fact, Zenyatta has no CC without [Snap Kick] either. Speaking of which:
Quoted:
6)[Snap Kick] is irrelevant compared to the other option. However, even if [Orb of Discord] was not so strong, this ability is simply too clunky to use.

Elaborate on the clunkiness and irrelevancy? A slightly delayed mobility tool with a generously short cooldown for a Heroic that can be used as a displacement/CC when used offensively doesn't seem irrelevant to me. As explained, [Orb of Discord] may not always be reliable.
Quoted:
7)[Free Mind] has a major flaw of allowing you to not spend any resources on [Orb of Harmony] by spamming it.

Fair, a leftover of the previous iteration. Made it so that it must remain on the same ally for 3 consecutive seconds first. Also this does not benefit from [Overflow]. I wrote a clarification.
Quoted:
8)[Karmic Retribution] granting 60% bonus Attack Damage at the cost of... breaking your resource management and losing 15 Armor on a Hero with no mobility and less Health than Probius is... a pretty bad tradeoff, not to mention the cost of participating in 6 Takedowns. Also, it is strange that it increases Attack Damage when this kit cares about the quantity of Basic Attacks, not their quality.

That's kind of the theme of this talent; getting stronger offensively at the cost of weakened utility. Changed it a bit now. Also regarding the Attack Damage quality rather than quantity, another leftover. In the previous iteration, because [Orb of Discord] was exclusively for reducing Physical Armor, I had it increase the Attack Damage. Now it only increases Attack Speed and max Karma is reduced to 5, slightly easier to achieve.
Quoted:
9)How many orbs does [Salvation Seeker] create? Is it per allied Hero in range?

So this is basically just a typical AoE (one per ally). I visualized it as 1 small orb flying to nearby allies within the search radius for each ally that was there.
Quoted:
10)[Risky Prayer] does not need any of the downsides. It already disables your abilities.

Fair. Removed the extra downsides.
Quoted:
11)[False Promise] makes [Orb Volley] go from detrimental to unfair, as it allows you to burst down enemies out of nowhere, similar to Xal'atath's [Void Volley].

All this does is removing Orb Volley's channeling time in exchange for it costing twice the Orbs. Also I've made this talent (and this iteration of Orb Volley) for over a year before Xal’atath and Void Volley even existed. I just added them to this concept this year in particular.
Quoted:
12)[Inner Peace] encourages bad positioning due to how small the radius of [Transcendence] is.

I wouldn't really call it bad positioning since Zenyatta can still move around during [Transcendence], but with the increased radius, it should be better to use now.
Quoted:
13)Does the 50% damage bonus of [Strike at Weakness] affect the base damage or the percentage damage?

Both of them. I've added a clarification after this comment.
Quoted:
14)[Overflow] is overpowered. It neutralizes any attempt by the enemy team to use CC because [Orb of Harmony] has no downtime. It also makes [Free Mind] even stronger.

Added an internal 3 second cooldown per ally.
Quoted:
15)[Equanimity] has the same problem as [Inner Peace]. However, if the radius was any bigger, this would be one of the strongest buffs in the game.

Reduced the damage bonus.
Quoted:
16)[Dissonance] is overloaded to the brim. It practically wins the game on the spot.

It's a level 20 talent, they are meant to be strong. Also as mentioned for [Orb of Discord] itself, enemies can usually walk out of the area unless obstructed by Zenyatta's team.
0
[-]
SMILE (2) | October 26, 2026 6:38pm
Quoted:
Elaborate on instability


Block effects either do nothing or do too much.

Quoted:
Higher DPS than Basic Attacks, longer range, allows Zenyatta to move back from danger and still hit targets


I do not see how 196 (98x2) damage over 3 seconds that costs 5 orbs per second, can be blocked, and locks you out of other abilities is better than 420 damage (60x7) over the same time period from basic attacks, unless the idea was to instantly recast it, but then it is both clunky (having to press the button twice) and does not match its Overwatch version.

Quoted:
A direct 1-to-1 Zenyatta port would not work in HotS at all because outside of parties and drafts, having more than 1 Healer per team is unlikely


I was talking about the "every 3rd" mechanic because of how clunky it is. It should simply activate with every Basic Attack.

Quoted:
I wouldn't call it "default" cast time

Most of the abilities in the game are not instantly cast. This is why it is possible to interrupt almost everything.

Quoted:
everything else is in my opinion fair until proven unbalanced in practice


I disagree. This is practically a delayed [Ice Block] on a Healer. It also contradicts itself mechanically, as granting Stasis and Unkillable makes it look like the last resort button, yet granting bonus damage makes it look like an offensive tool. It is frustrating to use and even more frustrating to face.

Quoted:
If Force of Will can be baseline

[Force of Will] is the only way for Medivh to "heal" his allies. This comparison does not make sense.


Quoted:
Dragon's Arrow is a Stun

[Orb of Discord] is an area denial that cannot be dodged. However, even if you remove the manual activation, it still crosses with [Dragon's Arrow] too much.

Quoted:
Elaborate on the clunkiness and irrelevancy


It takes 0.5 seconds to cast. You are playing an extremely fragile character who needs to use Basic Attacks as often as possible. It is simply too dangerous. I called it irrelevant only because [Orb of Discord] can win games on its own.

Quoted:
That's kind of the theme of this talent

This theme would work if the upside was worth the downside. You become incredibly fragile at full stacks. This is not even talking about how long it actually takes to stack.

Quoted:
I visualized it as 1 small orb flying to nearby allies within the search radius for each ally that was there


Why not just make it instantly heal allied Heroes in an area around the target?

Quoted:
All this does is removing Orb Volley's channeling time in exchange for it costing twice the Orbs


Are you sure the current description of [Orb Volley] is correct?

Target an enemy to channel for up to 3 seconds, creating 2 projectiles that are launched at the targeted enemy by reactivating the Ability or by channeling Orb Volley to its maximum duration, each dealing 98 (+4% per level) damage to the first enemy or Structure they come in contact with.

What does this have to do with removing its cast time?

Quoted:
I've made this talent (and this iteration of Orb Volley) for over a year before Xal’atath and Void Volley even existed


That is great. I do not, however, see what this changes.

Quoted:
they are meant to be strong


Yes, they are meant to be strong, but only if the ability itself is not already insanely powerful.

Quoted:
enemies can usually walk out of the area


They will still have 25 less Armor, 40% less Physical Damage, and 40% less Spell Power for 2 seconds. It all boils down to you being able to manually detonate it. There is no counterplay because of that.
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