
PRIMARY FIRE
Fusion Cannons
Twin short-range automatic shotguns with no reload. Fires 11 pellets per shot at 6.67 shots/s dealing 2 damage per pellet. Movement penalty while firing.
tank
Initiator
Hana Song
Unknown
Hit Points
650325 Health - 325 Armor

D.Va is a former professional gamer who now uses her skills to pilot a state-of-the-art mech in defense of her homeland.

PRIMARY FIRE
Twin short-range automatic shotguns with no reload. Fires 11 pellets per shot at 6.67 shots/s dealing 2 damage per pellet. Movement penalty while firing.
PASSIVE
You regenerate additional health per second for each nearby enemy. Gain 15 HP/s per nearby enemy within 10 meters.

SECONDARY
Rapid-fire pistol used when ejected from MEKA. 14 damage per shot at 6.67 shots/s, 20 ammo. Deals damage to charge Call Mech.

SHIFT
Fly in the direction you are facing for up to 2 seconds. Can change direction. Knocks back enemies on contact for 25 damage. 3.5 second cooldown.

E
Project a frontal energy barrier that destroys enemy projectiles and hitscan shots in a cone. Lasts up to 3 seconds on a 7 second recharge. 10m range, 15 degree cone.

EXTRA
Fire a volley of 18 micro missiles dealing 7 damage each (126 total). 7 second cooldown. Can be used while firing Fusion Cannons and while using Boosters.

ULTIMATE
Overload the MEKA, ejecting and causing it to explode after 3 seconds for 1000 damage in a 20m radius (damage falls off at range). Automatically grants a new Call Mech. 1650 point cost.

EXTRA
Call down a new MEKA, dealing 50 damage and knocking back enemies at the impact point. Auto-charges over 20 seconds or charges faster by dealing damage with Light Gun.

EXTRA
When the MEKA is destroyed, D.Va ejects with 150 HP and charges Call Mech. Dealing damage with Light Gun accelerates the charge.
PASSIVE
Knockbacks are less effective against you. You also generate 50% less ultimate charge for enemies who damage you. Reduced critical damage received.

PRIMARY
Twin short-range automatic shotguns with 11 pellets per shot, 2 damage per pellet (22 total per shot), 6.67 shots/s. No ammo or reload. Infinite firing. 30% movement speed penalty while firing.
Damage per shot
40On headshot
PRIMARY
Pilot-side pistol used outside the MEKA. 14 damage per shot, 6.67 shots/s, 20 ammo. Highly accurate. Reloads automatically when not firing.
Minor Perks

Bunny Power
Eject grants 75 temporary overhealth and Call Mech's damage radius is increased by .
Bunny Stomp
Call Mech's damage radius is increased by 50%.
Ejection Suit
Eject grants 75 temporary overhealth.

Head Shot
Fusion Cannons can now deal critical headshot damage at close range.

Overcharged
Self-Destruct explosion radius increased by 15%.

Extended Boosters
Hitting an enemy with Boosters deals increased damage and extends the duration by 0.5 seconds.
Major Perks

Boosted
Boosters knockback distance increased by 40% and deals 40% more damage.

Concussive Rounds
Micro Missiles slow enemies hit by 20% for 0.5 seconds per missile.
Heavy Rockets
Micro Missiles are swapped for Heavy Rockets which fire fewer projectiles with increased damage and explosion size.

Shield System
Convert 150 health to shields. Defense Matrix restores shields based on of its damage absorbed.

Precision Fusion
Press (R) to reduce Fusion Cannons' Spread by for 3 seconds.
Impact damage reduced from 3 to 2.
Developer comment: This change reduces Micro Missiles' effectiveness at quickly eliminating lower maximum health targets, lowering D.Va's assassination potential.
Cooldown increased from 3.5 to 4 seconds.
Developer comment: D.Va's mobility and survivability combination provides a high level of uptime during engagements. Increasing Boosters' cooldown creates clearer commitment windows while reducing the effectiveness of the Initiator subrole.
Base Health reduced from 375 to 325. (5v5). Total reduced from 700 to 650.
Developer comment: D.Va's combined mobility, defensive tools, and health pool make her overly durable and difficult to punish. Reducing her base health increases opportunities to force her out of mech.
Additional Booster damage reduced from 100% to 40%.
Developer comment: Extended Boosters successfully encouraged more aggressive Booster usage, but the damage bonus was too high for a minor perk. Reducing the value maintains its purpose while lowering overall lethality.
Boosters now deal 100% additional damage.
New Major Perk. Press Reload to reduce Fusion Cannon's spread by 75% for 3 seconds.
Removed.
Number of rockets reduced from 8 to 7. Impact damage reduced from 7 to 5. Explosion damage increased from 14 to 22. Explosion radius increased from 2.75 to 3 meters. Projectile gravity increased.
New Minor Perk. Hitting an enemy with Boosters increases the duration by 0.5 seconds.
New Minor Perk. Eject grants 75 temporary overhealth and Call Mech's damage radius is increased by 50%.
Now combined with Ejection Suit.
Convert 150 health to shields. Defense Matrix restores shields based on 25% of its damage absorbed.
Call Mech's damage radius is increased by 50%.
Eject grants 75 temporary overhealth.
Micro Missiles are swapped for Heavy Rockets which fire fewer projectiles with increased damage and explosion size.
Global projectile size update: Hitscan radius small reduced from 0.05 to 0.04 meters.
Mech armor health reduced from 375 to 325. Mech base health increased from 200 to 225.
Developer comment: There has been a lot of community feedback surrounding D.Va lately. On average she hasn't been overperforming, but she's quite difficult to take down. So we're shifting some of her armor to normal health and reducing her max combined health by 25 armor.
Maximum duration reduced from 3.5 to 3 seconds.
Developer comment: The increase in Defense Matrix availability didn't help D.Va's overall performance that much compared to the amount of frustration it is causing players on the opposing team, so we're reverting it to the previous duration.
Explosion damage increased from 4 to 5.5 damage (from 126 to 153 max damage with direct impacts).
Maximum duration increased from 3 to 3.5 seconds.
Developer comment: The maximum duration of Defense Matrix is increased by half a second by reducing the rate at which the resource meter drains when in use, so it won't take longer to regenerate.
Impact damage increased from 15 to 25.
Weapon spread reduced from 3.75 to 3.375 degrees.
Developer comment: These changes will improve D.Va's effectiveness against smaller targets as she became less effective against armored enemies in the previous patch.
Base projectile size reduced from 0.25 to 0.2 meters. Total projectile size is now 0.3 meters.
Explosion maximum damage increased from 900 to 1000. Inner explosion radius (range for maximum damage before falloff begins) increased from 4 to 6 meters.
Pilot health increased from 150 to 175. Mech armor increased from 300 to 375.
Projectile speed increased from 40 to 50.
Movement speed penalty reduced from 40 to 30%.
Pilot is now damage immune for 0.4 seconds while ejecting.
Developer comment: Once D.Va's mech was destroyed, there was a window of time where the pilot could be damaged or killed before the player fully had control over their character. With this change, D.Va can no longer be damaged by things like explosions or melee attacks before the player fully transitions control from the mech to the pilot.
Cooldown reduced from 4 to 3.5 seconds.
Mech base health in non-Role Queue modes reduced from 350 to 200. Mech base health in Role Queue modes remains the same at 350.
Fixed in last update - Ultimate cost decreased by 12%.
Developer comment: D.Va felt too deadly after the last round of changes given how resilient she can be with her improved Defense Matrix.
Damage reduced from 25 to 15.
Spread increased from 3.5 to 3.75.
Cooldown reduced from 8 to 7 seconds.
Ultimate cost reduced by 12%.
Developer comment: D.Va has been slightly underperforming in comparison to other tanks in 5v5. Increasing the damage on Boosters impact will add more weight to that rush-in moment for her, leaning into her strengths as a fast-moving engager who can push deep into the enemy lines.
Impact damage increased from 10 to 25.
Mech Armor increased from 200 to 300. Mech Health decreased from 450 to 350.
Primary Fire movement penalty reduced from 50% to 40%. Weapon spread reduced from 4 to 3.5.
Base Health increased from 300 to 450. Base Armor reduced from 300 to 200.