
PRIMARY FIRE
Scrap Gun
Short-range spread weapon firing 25 pellets per shot. Each pellet deals 7-2.1 damage (175-52.5 total per shot). 1.25 shots/s, 6 ammo, 1.75s reload. Projectile-based shotgun with 30-50m falloff. 218.75 DPS while firing.
tank
Bruiser
Mako Rutledge - Age 50
Junkertown, Australia (formerly)
Hit Points
750750 Health - 0 Armor

Roadhog is a powerful enforcer with a well-earned reputation for random and wanton destruction.

PRIMARY FIRE
Short-range spread weapon firing 25 pellets per shot. Each pellet deals 7-2.1 damage (175-52.5 total per shot). 1.25 shots/s, 6 ammo, 1.75s reload. Projectile-based shotgun with 30-50m falloff. 218.75 DPS while firing.
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 critical damage received by 25%. While at critical health (50% or below), gain 20% movement speed.
SECONDARY
Launch a shrapnel ball that travels 9 meters then detonates into the weapons short-range primary fire spread. Ball deals 50 damage on direct hit before detonating. 60 m/s projectile speed. Uses same ammo pool as primary fire.

SHIFT
Hurl your chain at an enemy and drag them to you. Deals 25 damage on hit and pulls target to 3m distance. 20m range. Channeled — interrupted by stuns. Targets released if they break line of sight before pull. 7 second cooldown.

E
Heal yourself for 150 HP/s and reduce damage taken by 40%. Channeled ability lasting 0.4-3 seconds (450 HP at full duration). Uses a resource meter with 40%/s cost and 12.5%/s regen after 1.3s delay. Toggled activation.

ULTIMATE
Unleash a stream of shrapnel dealing 7-2.1 damage per pellet at 8 shots/s (16 pellets per shot) for 7.5 seconds. Deals massive knockback. Can use Chain Hook, Take a Breather, and other abilities during it. -25% movement speed penalty. Restores Scrap Gun ammo when it ends. 2700 point cost.
PASSIVE
Receive reduced knockback and grant less Ultimate charge to enemies from damage and healing.

PRIMARY
A short-range shotgun firing 25 projectile pellets per shot. 7-2.1 damage per pellet (175-52.5 total), 1.25 shots/s, 6 ammo, 1.75s reload. Secondary fire launches a ball that detonates into shotgun spread at medium range. 218.75 DPS while firing primary.

SECONDARY
Medium-range projectile that explodes into the weapon's short-range primary fire.
Minor Perks
Hog Toss
Pig Pen's throw range is increased by 50%.
Pent Up
When Pig Pen is triggered, refill 50% Take a Breather resource which can overfill.

Scrap Hook
Chain Hook hits reload 2 ammo. Improves overall DPS with reload from 154.76 to 164.56.

Shrapnel Launcher
Extend the range of Scrap Gun secondary fire by 50% and tighten its burst spread by 25% (8° to 6°).
Major Perks

Hogdrogen Exposure
Take A Breather also heals nearby allies within 10 meters for 50% of its healing (75 HP/s). Works even if Roadhog is anti-healed.

Invigorate
Take A Breather rapidly increases Roadhog's movement speed by .

Pulled Pork
Gain overhealth based on how far you pull enemies with Chain Hook, up to 300 total. Grants 50 immediately plus up to 250 based on distance. Overhealth lasts 2 seconds then decays at 50 HP/s.
Cooldown reduced from 8 to 7 seconds.
Cooldown increased from 6 to 8 seconds.
Removed.
Added. Take a Breather now heals nearby allies for 50% of its healing amount.
Reload time increased from 1.5 to 1.75 seconds.
Developer comment: With Roadhog's combo becoming more reliable, his overall effectiveness has increased. These changes reduce how frequently the combo can be executed and require more deliberate use of Chain Hook. Invigorate has also been replaced due to its overlap with the Bruiser subrole.
Damage per pellet increased from 6.5 to 7.
Developer comment: Roadhog's overall effectiveness has remained lower than intended since his minor rework. Increasing Scrap Gun's damage will improve the consistency of his Hook combo while additionally increasing overall damage output.
(5v5) Resource maximum duration increased from 2.5 to 3 seconds.
Developer comment: Reduced consistency on Roadhog's Chain Hook one-shot has lowered his overall effectiveness compared to other tanks. Increasing Take a Breather's duration and Pulled Pork's overhealth improves his survivability and supports more aggressive play.
Overhealth maximum increased from 250 to 300.
Damage per pellet increased from 6 to 7.
Developer comment: Whole Hog's knockback can make confirming eliminations difficult. This small damage increase improves its reliability, especially in open spaces.
Resource regeneration rate increased from 10 to 12.5 per second.
Critical multiplier increased from 1.5 to 2x.
Impact damage increased from 5 to 25.
Reload time reduced from 1.75 to 1.5 seconds. Shotgun pellet damage increased from 6 to 6.5. Secondary Fire initial volley can now critical hit targets.
Moved from Secondary Fire to Ability 2. The option to toggle on the ability is now on by default. Added Ability 1, Primary Fire, and Secondary Fire as additional cancel buttons while toggled. Minimum time before cancelable reduced from 0.8 to 0.6 seconds.
New Major Perk. Gain overhealth based on how far you pull enemies with Chain Hook, up to 250.
Removed.
New Minor Perk. Extend the range of Scrap Gun's secondary fire by 50% and tighten its burst spread by 25%.
Removed.
Reverted to classic Primary and Secondary Fire functionality. Primary Fire no longer includes a volley of 4 extra large, long-ranged projectiles. Number of projectiles for Primary Fire increased from 16 to 25. Damage per pellet for Primary Fire reduced from 6.25 to 6.
Developer comment: Pig Pen was originally intended to give Roadhog more spatial presence on the battlefield, but in practice it reinforced his hook combo playstyle and limited his flexibility in engagements. To address this, we've restored the classic Primary and Secondary Fire on Scrap Gun, providing more consistent damage options and letting Roadhog better contest space on the front line.
Secondary Fire initial volley no longer crits.
Pig Pen ability removed.
Increased radius from 8 to 10 meters.
Removed.
New Minor Perk. When Pig Pen is triggered, refill 50% Take a Breather resource which can overfill.
Ultimate cost reduced 12%.
Maximum healing increased from 400 to 450.
Now also increases the damage of Pig Pen by 25%.
Developer comment: The increased throw distance modifies how Roadhog can use Hog Toss. Adding a damage increase component will make Pig Pen more effective even when not utilizing the throw distance.
Take A Breather rapidly increases Roadhog's movement speed by 30%.
Take A Breather also heals nearby allies for 50% of its healing.
Chain Hook hits reload 2 ammo.
Pig Pen's throw range is increased by 50%.
Resource regeneration rate increased from 8 to 10 per second.
Developer comment: This is a reversion to Roadhog's previous resource regeneration rate to improve his primary tanking ability's uptime.
Pig Pen area damage after activating increased from 30 to 45 damage per second. Recovery time reduced from 0.55 to 0.4 seconds. Cooldown now begins immediately when used instead of after a short delay.
Developer comment: The Pig Pen ability wasn't very useful outside of being used in the Chain Hook combo so we're increasing its potential threat if an enemy stays within its area.
Damage reduction reduced from 50 to 40%.
Base health reduced from 650 to 600.
Developer comment: Roadhog's already-powerful survivability increased significantly with the headshot damage reduction from the tank role passive so these changes are to help bring that back in line.
Knockback increased from 14 to 16. Damage per pellet reduced from 7 to 6.
Resource regeneration rate reduced from 10 to 8 per second. Maximum healing reduced from 450 to 400. Cooldown reduced from 1.5 to 1.25 seconds.
Developer comment: Roadhog benefitted greatly from the recent headshot reduction passive for Tanks so we are nerfing his survivability. This change to Take a Breather is aimed at encouraging more mindful resource management.
The enemy final position distance from Roadhog after being pulled decreased from 4 to 3 meters.
Developer comment: We're improving the consistency of the Hook combo. Enemies are pulled closer to Roadhog and aren't launched as high when Pig Pen activates, making the Scrap Gun follow-up shot more consistent.
Pig Pen vertical knockback on activation decreased by 43%.
Damage reduction increased from 40 to 50%.
Health increased from 550 to 650.
Total amount healed reduced from 500 to 450. Cooldown between usages increased from 1 to 1.5 seconds.
Total healing increased from 450 to 500. Damage reduction increased from 30 to 40%. Maximum duration reduced from 3 to 2.5 seconds. Recharge time reduced from 12 to 10 seconds.
Developer comment: We're adjusting a few things with the new Take a Breather, as our initial landing spot was slightly conservative.
Now activated by holding Secondary Fire. Cooldown for each use decreased from 8 seconds to 1 second. A new resource meter has been added. Requires 12 seconds to reach full charge from empty. At full charge, can heal up to 450 health over 3 seconds. Damage reduction decreased from 50% to 30%. No longer amplifies healing received upon ending.
Previous secondary fire functionality has been removed. Total damage per shot increased from 150 to 160. Shotgun pellet count reduced from 25 to 16. Shotgun pellet damage increased from 6 to 6.25. Now fires a shrapnel volley of 4 large projectiles in the center of the shot. Each shrapnel projectile deals 15 damage. Critical damage multiplier reduced from 2x to 1.5x.
Developer comment: The broad goal of the Roadhog rework was to improve his frontline presence on the battlefield as a tank hero and reduce the frustration enemy players had with how consistently deadly his hook combo has been in the past.
New ability: Pig Pen. Launch a trap that slows and damages nearby enemies. Deals 60 damage when triggered and 30 damage per second in an area. 3-second duration once activated. 40% movement speed slow. 12-second cooldown.
Now amplifies healing received by 50% for 2.5 seconds after finishing Take a Breather.
Developer comment: We would like Roadhog to be even sturdier as he's an immobile tank with minor damage-blocking ability.
Chain Hook cooldown now starts when the ability ends instead of at the start. Cooldown reduced from 8 to 6 seconds.
Developer comment: The Chain Hook cooldown beginning when the ability started, instead of at the end, caused some confusion when discussing the cooldown.
Maximum duration increased from 6 to 8 seconds. Ultimate cost increased 8%.
Developer comment: Allowing Roadhog to use abilities during his ultimate made it much more reliable in a solo tank environment, though doing so was often much like just canceling the ultimate as it ran out of time.
Base health in non-Role Queue modes reduced from 700 to 550. Base health in Role Queue modes remains at 700.
Impact damage reduced from 30 to 5. The enemy final position distance from Roadhog after being pulled increased from 3 to 4 meters.
Developer comment: These changes aim to reduce the frustration of dying in one shot immediately after being hooked and pulled by Roadhog.
Damage per pellet reduced from 6.6 to 6. Recovery time reduced from 0.85 to 0.8 seconds. Reload time reduced from 2 to 1.75 seconds. Maximum ammo increased from 5 to 6.
Changed from a Channeled ultimate to a Transform ultimate. Weapon no longer automatically fires, must press Primary Fire. Can use normal abilities during Whole Hog without canceling. Stuns will no longer cancel the ultimate.
Developer comment: We saw Roadhog underperforming, so we are making his ultimate more interesting, effective, and fun.
Total healing increased from 300 to 350 health.
Base health increased from 600 to 700.