
PRIMARY FIRE
Void Accelerator (Omnic Form)
Fire a stream of projectiles.
tank
Stalwart
SHAMBALI Ramattra - Age 28
Shambali Monastery, Nepal (formerly)
Hit Points
525425 Health - 100 Armor

The brutal leader of Null Sector will stop at nothing to see his vision for the world realized.

PRIMARY FIRE
Fire a stream of projectiles.
PASSIVE
Less ultimate given by healing and damage received. Increases base health by 150 in Role Queue game modes. Ultimate charge and perk progress from damage and healing dealt to tanks is reduced by 40%.
PASSIVE
Reduces knockbacks received by 40% and the effectiveness of slowing effects received by 40%.
PRIMARY
Fire a stream of projectiles in Omnic Form. Deals 5 damage per shot at 25 shots/s (125 DPS while firing). 100 ammo, 1 second reload. 80 m/s projectile speed. No damage falloff.
SECONDARY
Create a 1000 HP barrier at the targeted location. Lasts 4 seconds. Max placement range 35m. Only one barrier can be active at a time; creating a new one replaces the previous. Hold to target, release to place. Exclusive to Omnic Form. 12 second cooldown starts on placement.
SHIFT
Transform into Nemesis Form for 8 seconds, gaining 275 bonus armor and 20% movement speed. Replaces Void Accelerator with Pummel and Void Barrier with Block. Cooldown starts when transformation ends. Not interrupted by crowd control.
EXTRA
Reduce damage taken from the front by 75%. Exclusive to Nemesis Form. No maximum duration; limited only by Nemesis Form timer. Reduces movement speed by 50%. Channeled — interrupted by stun, knockdown, or hack. Hides head hitbox from the front. 1 second cooldown.

SECONDARY
Create a barrier at the targeted location.

SHIFT
Punch, creating a wave of piercing energy with every swing.

E
Fire a sphere of energy that creates a slowing vortex on the ground. Deals 15 damage on explosion and 70 damage over 3 seconds. Slows enemies by 40% and pulls down airborne enemies. 4m radius, 10m height. Available in both forms. 11 second cooldown.

ULTIMATE
Enter Nemesis Form and create a deadly swarm that deals 35 damage per second to enemies within 13 meters. Lasts 3 seconds but timer ticks down 85% slower when enemies are affected, up to 20 seconds max. Tethers require line of sight and are blocked by barriers. 2300 point cost.
PASSIVE
Receive reduced knockback and grant less Ultimate charge to enemies from damage and healing.
PRIMARY
Punch forward creating a wave of piercing energy with every swing. Exclusive to Nemesis Form. 65 damage per punch, 1.67 punches/s (108.33 DPS). Infinite ammo. 10m range. Pierces enemies and barriers. Cannot be reflected by Deflect.
PRIMARY
A staff that fires a stream of projectiles in Omnic Form. 5 damage per shot at 25 shots/s, 100 ammo, 1 second reload. 80 m/s projectile speed. 125 DPS while firing (100 overall with reload). No damage falloff.

PRIMARY
Fire a stream of projectiles.
Minor Perks
Prolonged Barrier
Void Barrier's duration and size are increased by 25% (5 second duration). Removed in Season 18.

Void Surge
Void Accelerator periodically releases a burst of 6 additional projectiles during continuous fire.

Relentless Form
While Nemesis Form is active, eliminations extend the duration by 1 second.
Major Perks

Nanite Repair
Ramattra is healed for 75 health per second while within Ravenous Vortex.
Void Surge
Void Accelerator periodically releases a burst of 6 additional projectiles every 15 shots during continuous fire. Each pellet deals 5 damage (30 per burst, 175 DPS total).

Vengeful Vortex
While Ravenous Vortex is airborne, use (E) again to detonate it, dealing 50 damage and pulling enemies downward.
Cooldown is now visible while Nemesis Form is active.
Vengeful Vortex moved from Perk to Baseline ability. Projectile now explodes on contact with the ground. Explosion can now be manually detonated while airborne. Explosion damage reduced from 50 to 15.
Developer comment: The Vengeful Vortex perk significantly improved the flexibility of Ravenous Vortex, especially when interacting with airborne targets. That functionality has been added to the base ability with reduced damage. Prolonged Barrier returns as a Minor Perk option, and Void Surge has been buffed and moved to a Major Perk.
Moved from Minor to Major Perk. Delay between bursts reduced from 0.75 to 0.6 seconds.
Removed.
Added. Void Barrier duration and size increased by 25%.
(5v5) Cooldown reduced from 13 to 12 seconds.
Developer comment: Reducing Void Barrier's cooldown improves its cycling within engagements, while increasing Annihilation's damage per second enhances its presence during extended fights.
Damage per second increased from 30 to 35.
No longer has half effectiveness while in Annihilation.
Base health increased from 250 to 275.
Developer comment: Previous changes led to a healthier overall playstyle for Ramattra, but he could feel too fragile in certain matchups. Increasing his base health improves survivability in both forms.
Bonus armor increased from 250 to 275.
Bonus armor reduced from 300 to 250.
No longer interrupts horizontal momentum when first affecting a target.
Block ability now triggers a 1-second cooldown.
New Minor Perk. While Nemesis Form is active, eliminations extend the duration by 1 second, half that during Annihilation.
Removed.
Healing per second increased from 50 to 75.
Developer comment: Nanite Repair's healing per second has been increased to enhance its consistency and overall effectiveness during the short duration of Ravenous Vortex.
Now additionally increases the size of the Void Barrier by 25%.
Developer comment: An additional element has been added to Prolonged Barrier to enable Ramattra to control a larger area and provide effective cover with the shield.
Void Accelerator periodically releases a burst of 6 additional projectiles during continuous fire.
While Ravenous Vortex is airborne, use Secondary Fire again to detonate it, dealing 50 damage and pulling enemies downward.
Ramattra is healed for 50 health per second while within Ravenous Vortex.
Void Barrier's duration is increased by 25%.
Base Armor increased from 75 to 100.
Developer comment: Ramattra has been underperforming relative to other brawl tanks. Adding a small increase to his armor will provide a necessary boost without altering his core gameplay.
Now briefly interrupts horizontal momentum when first affecting a target. Slowing field now ignores barriers for line of sight.
Developer comment: Ravenous Vortex will now be more effective at dealing with bursts of high speed momentum, though this change does not have much effect on abilities that continuously move you for a duration like Reinhardt Charge or D.Va Boosters.
Reverted to pierce barriers again. No longer deals critical damage to barriers.
No longer pierces barriers. Now deals 2.5x more damage to barriers.
Developer comment: Ramattra's Pummel projectiles passing through barriers was a source of frustration for players trying to protect themselves or their allies. With these changes enabling Ramattra to deal critical damage to barriers, he will still be a valuable hero choice against barrier mechanics, but won't immediately apply damage to players on the other side.
Cooldown increased from 7 to 8 seconds.
Base armor reduced from 100 to 75. Base health reduced from 275 to 250.
Bonus armor increased from 225 to 300.
Developer comment: The Pummel damage adjustment is notable as it reduces the number of punches required to knockout a 250 health hero.
Pummel damage increased from 60 to 65.
Total damage increased from 45 to 70. Cooldown decreased from 12 to 11 seconds.
Health increased from 200 to 275.
Projectile size increased from 0.075 to 0.1 meters. Damage increased from 4.5 to 5.
Base health reduced from 300 to 200. Base armor increased from 0 to 100.
Developer comment: Ramattra is quite powerful during his Nemesis Form though his base Omnic Form may be too easy to ignore for a tank hero. We're adding some power there to even out the tradeoffs between the two forms, with the Omnic Form having even better ranged damage while Nemesis Form's Pummel can pierce enemy defenses.
Cooldown decreased from 8 to 7 seconds.
Developer comment: This change lets Ramattra project his influence more frequently with Nemesis Form, which translates into increased survivability and damage. The flexibility also makes it less punishing if he swaps back to Omnic Form early to use the Void Barrier.
Ultimate cost increased 12%. Block now reduces damage from stuck projectiles.
Block now reduces damage from stuck projectiles.
Developer comment: Similar to Doomfist's Power Block change, Ramattra's Block ability will now always apply damage reduction to projectiles stuck directly to him. His Annihilation ultimate ability was being generated slightly too quickly for how impactful it can be, so we are increasing its ultimate cost.
The projectile now passes through enemy heroes but is still blocked by barriers.
Developer comment: Sometimes, the Ravenous Vortex projectile hits an enemy and bounces off unpredictably, delaying its activation. This quality-of-life change improves the ability's consistency and makes it easier to use against groups of enemies without fear of accidental collisions.
Using Annihilation while in Nemesis Form refreshes your bonus armor.
Developer comment: Players found that shifting out of Nemesis Form before activating the Annihilation ultimate would fully reset Nemesis Form's bonus armor. To smooth out the gameplay, it now resets the armor health automatically as part of the ultimate activation.
Damaging enemies with the ultimate now slows the duration timer down instead of pausing it entirely. Lasts up to 20 seconds. Ultimate cost increased 12%.
Developer comment: The idea of an ultimate ability potentially lasting forever is an exciting concept, but the reality is that if it's too easy to do it causes a lot of frustrations and with Ramattra's ultimate in particular, an excessive amount of visual noise. We're limiting the maximum duration to 20 seconds, which is still highly impactful for most team fights, but it guarantees it'll end in a reasonable amount of time.
Base health in non-Role Queue modes reduced from 450 to 300. Base health in Role Queue modes remains at 450.
Movement speed increased by 20%. Armor bonus increased from 150 to 225.
Cooldown reduced from 15 to 13 seconds.
New Hero added to the Tank roster.