Overwatch® 2

Overwatch® 2

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Overwatch 2 Perk Guide (S19)
By vexan
This guide evaluates the minor and major perk choices for every hero, offering situational recommendations for each. Fav this to easily access it in game.
   
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D.Va

◦ Minor Perk:
Bunny Power is recommended most of the time. It provides more overhealth and a larger damage radius for your ultimate, making it more consistent and allowing you to get back into your mech more often, especially against dive and brawl compositions. Extended Boosters is considered more niche.

◦ Major Perk:
Precision Fusion is the preferred choice in the vast majority of situations, particularly on flat maps or when facing counters like Zarya, May, or Reaper. It gives you an additional cooldown to reduce your weapon spread, allowing you to apply more pressure from a distance. Shield System can be a good choice if you are playing an isolated, off angle style with a lot of verticality and less support, as it improves survivability.
Doomfist

◦ Minor Perk:
One-Two is generally the more consistent choice. Hitting an enemy into a wall overfills your ammo, significantly increasing your damage uptime, which is crucial since much of Doomfist's damage comes from his primary fire.

◦ Major Perk:
This choice is situational. Choose Power Matrix if you're facing significant crowd control like Ana's Sleep Dart or Cassidy's Hinder, or high burst damage. Otherwise, Aftershock is the better option, as the slow it applies to enemies hit by Seismic Slam makes your follow up attacks much easier to land and more lethal.
Hazard

◦ Minor Perk:
Deep Leap should be picked all the time. The increased range and speed on your jump are more valuable than the minor healing from Arctic Zeal.

◦ Major Perk:
This is situational. Choose Explosive Impalements if you're in extended duels or tank trades where you have high uptime and aren't being immediately destroyed. If you're facing high pressure output and need more defensive capability, choose Reconstitution for the extra block resource.
Junker Queen

◦ Minor Perk:
Rampant Charge is a must pick every time without exception. During your Rampage ultimate, it makes you immune to CC and, more importantly, refreshes all of your cooldowns, making your ultimate significantly more powerful and consistent.

◦ Major Perk:
Savage Satiation is great for extended frontline brawls against other tanks. However, Willywilly is often the no-brainer choice if you're not constantly in the enemy's face, as it adds a significant amount of extra damage to your Jagged Blade, even on return, helping you secure kills from a distance.
Mauga

◦ Minor Perk:
Both are viable, but Pyromaniac is often more consistent. It grants 50 overhealth when you set an enemy on fire, even with body shots from any range, which provides valuable sustain. Kinetic Bandelier is a good underrated option if you find yourself moving and repositioning a lot.

◦ Major Perk:
Firewalker should be chosen almost always. The ability to set enemies on fire just by running through them, which can then be combined with a slam and your primary fire, provides an insane amount of damage potential.
Orisa

◦ Minor Perk:
The choice depends on the pressure you are under. Pick Defense Protocol if you are the focus of the enemy team, as it grants significant healing during your ultimate, making you extremely hard to kill. Choose Mobile Fortification if you are not the main point of contention and want to be more aggressive, as it removes the movement speed penalty and heat generation from Fortify, increasing your pressure and uptime.

◦ Major Perk:
This is also situational. Charged Javelin is generally better if you are moving around a lot, as it offers free value by allowing you to pierce enemies and increase knockback without any downside. If you are playing more statically, protected barrier might provide more value.
Ramattra

◦ Minor Perk:
Void-Shatter is the definitive choice and should always be picked. The extra damage in your Omnic form is far more consistent and valuable than the situational extension of Nemesis Form offered by Relentless Form.

◦ Major Perk:
Ravenous Vortex is the superior option 9/10. It's a better version of the base ability, dealing more damage and providing better CC at range. It offers significantly more consistent pressure than Nanite Repair, which is only useful in very specific close range scenarios.
Reinhardt

◦ Minor Perk:
For playing more frontline in smaller spaces, Crusader's Fire provides more consistent value by granting more Fire Strikes after a Pin or Shatter. If you are off angling and moving around a lot, Barrier Recharge is the pick, as it regenerates your shield while you charge.

◦ Major Perk:
In small, clumped fights, Ignited Fury is excellent, as hitting enemies with Fire Strike increases your attack speed. For off angling and a more "distraction" playstyle, Shield Slam is useful as it allows you to do damage without dropping your shield. It's recommended to pair Barrier Recharge with Shield Slam and Crusader's Fire with Ignited Fury.
Sigma

◦ Minor Perk:
Kinetic Conversion is generally the better choice. Hyper Regeneration is only effective if you can consistently hit multiple targets with a single volley to get significant shield health back; against single targets or shields, it's very weak.

◦ Major Perk:
The choice depends on the map and enemy composition. Levitation is good on maps with a lot of verticality. In nearly every other circumstance, especially against brawl tanks, Hyperstrike is better because it adds damage and knockback.
Winston

◦ Minor Perk:
Heavy Landing is the typical choice for its added damage during your ultimate. However, the new Barrier Toss perk is worth experimenting with, especially against teams with strong CC. It allows your bubble to travel with you as you jump, preventing you from being interrupted before you land, though it can be tricky to use consistently.

◦ Major Perk:
This is situational. Chain Lightning is a no brainer if you are playing against characters who will quickly destroy your bubble, as it lets you apply pressure from outside their effective range. If your bubble isn't getting destroyed quickly, Revitalizing Barrier is more consistent, providing self healing and building your ultimate charge.
Wrecking Ball

◦ Minor Perk:
Steamroller is good if you're frequently piledriving the enemy tank. Otherwise, Packrat is better for general uptime if you aren't getting multiple crits on the tank.

◦ Major Perk:
If the enemy team has significant CC (like Sombra, Cassidy, or Ana), Adaptive Barrier is an amazing choice. It gives you a timed barrier upon activation that grants CC immunity, allowing you to punish telegraphed abilities. If there is no major CC threat, choose Hangtime for its high damage potential on more static targets.
Zarya

◦ Minor Perk:
Energy Converter should be chosen 95% of the time. Firing your alternate fire pauses your energy decay and builds charge, making it much easier to maintain high energy levels, which is one of Zarya's biggest challenges.

◦ Major Perk:
If the enemy team is playing clumped together, Particle Energy Lance is free value, as your beam will hit multiple targets more often. If the enemy team is spread out, you have an aggressive teammate to support, or your backline is getting dived, Spotter is the obvious choice for the movement speed and healing it provides to a bubbled ally.
Ashe

◦ Minor Perk:
Remote Detonator is highly recommended. Initially seen as a tool for lower ranked players, it has proven to be a powerful perk that changes how you use Dynamite. It allows for burst combos where you can detonate the Dynamite and fire a shot simultaneously, use it behind walls, or throw it and look away to shoot something else. Sidewinder in situations where you're defending against dive characters.

◦ Major Perk:
Viper Sting is generally recommended most of the time. The extra 25 damage on consecutive scoped shots adds up and changes critical damage breakpoints. It also reloads two ammo, which is very helpful for a character who often struggles with ammo management. Air Burst can be good if you are consistently hitting large groups of enemies with Dynamite, especially when paired with Remote Detonator, but Viper Sting offers more consistent damage.
Bastion

◦ Minor Perk:
Configuration Reload is one of the strongest minor perks in the game. It resets the cooldown of your A-36 Tactical Grenade when you enter or exit Assault configuration. This provides incredible damage output and also enhances your mobility, allowing for a rollout from spawn as fast as some flankers by grenade jumping repeatedly. The perk is so powerful that it renders Armored Artillery obsolete, even though the latter is a decent perk on its own.

◦ Major Perk:
This choice is highly situational. Self-Repair is the pick about 90% of the time, especially if you are off angling, flanking, or under a lot of pressure. The healing and damage resistance while in Assault configuration greatly increases your survivability. However, Linholm Explosives is amazing on maps with long sightlines (like Circuit Royale) or against snipers. It allows your turret form to do significant damage at range, and since you don't have a head hitbox in this form, you can effectively duel characters like Widowmaker.
Cassidy

◦ Minor Perk:
Bang Bang is the recommended choice. It's considered a crazy minor perk that offers free value by increasing the damage and range of your flashbang.

◦ Major Perk:
This is situational. If you need to melt an enemy tank like Winston or Mauga up close, choose Gunslinging for its Fan the Hammer value and roll resets. In many cases, Silver Bullet is the better choice, especially if you are not constantly fighting tanks up close. Silver Bullet applies a significant damage over time (DOT) effect on headshots that is not affected by damage fall off. This can triple or even quadruple your damage at long range, making you much more effective in duels against characters that outrange you.
Echo

◦ Minor Perk:
Focus Rush is probably going to be slightly better most of the time. The increased range on Focusing Beam and the extra movement speed make you harder to hit and help you secure kills more consistently, which fits Echo's mobile playstyle. Partial Scan is a good alternative if you aren't moving around a lot, as it almost guarantees you'll get an ultimate from whomever you duplicate.

◦ Major Perk:
This choice is more complex. Full Salvo is picked more often in high level play because it consistently adds more damage to your Sticky Bombs, as the previous damage penalty was removed. However, High Beams can be used for a hard flank, assassination playstyle, especially when paired with Focus Rush. The downside is that you must secure an elimination shortly after using Focusing Beam to get the flight reset, making it a high risk, high reward option.
Freya

◦ Minor Perk:
Hunter's Instinct is the pick for most situations, especially against more static heroes. Revealing enemies on a direct hit gives you a major advantage in duels. However, if you are being heavily pressured by dive characters, Momentum Boost is a valuable choice. The increased distance on your Quick Dash turns it into a legitimate defensive cooldown for disengaging and repositioning.

◦ Major Perk:
Aerial Recovery is recommended most of the time. The self heal you get while airborne (30 health per second) dramatically increases your survivability during your bolt cycles and also builds ultimate charge. Relentless Barrage is only useful if you're consistently punishing a large tank, as more uptime on your primary fire isn't as impactful for securing kills as your bolt is.
Genji

◦ Minor Perk:
This is a highly debated choice. Swift Cuts is excellent if you find yourself frequently brawling up close with enemy tanks (like Winston or Reinhardt) or other close range heroes. Even a single melee hit reduces Swift Strike's cooldown by 3 seconds, allowing for more aggressive plays and easier disengages. If you are not playing up close or are facing characters where landing melees is difficult (like Tracer), Dragon Slay (providing 30% lifesteal during Dragonblade) is a major quality of life buff that improves your ultimate's consistency. The choice depends on the enemy team's composition.

◦ Major Perk:
This is also situational. Meditation provides 35 healing per second during Deflect, which is great for self sustain and building ult charge if you play an isolated, flank heavy style. If you consistently have support and don't need the extra healing, Blade Twisting is free value. It adds a DOT to your Swift Strike on enemies below half health, which can help secure kills, especially when nano-boosted.
Hanzo

◦ Minor Perk:
Sonic Disruption is the clear choice, particularly at higher levels of play. The ability to hack a health pack for your team for 30 seconds is an underrated and powerful utility. While Swift Lunge can be fine if you're under a lot of pressure, the value from Sonic Disruption is significantly higher if you use it thoughtfully.

◦ Major Perk:
Dragon Fury is the definitive pick. After hitting an enemy with your primary fire, you gain an attack speed boost for 2 seconds. This boost applies to Storm Arrow, making it much faster, and it refreshes and snowballs as you continue to hit shots, dramatically increasing your damage output. Scatter Arrow is considered not good enough in its current state.
Junkrat

◦ Minor Perk:
This choice depends on your rank and the enemy team. Nitro Boost is the more consistent pick for higher level play, as it gives your Rip Tire more health and speed, making it much harder to destroy and more likely to get value. However, in lower ranks where Rip Tires are less likely to be focused and enemies clump up more, Mine Recycling can be insane, allowing you to chain Concussive Mine kills together.

◦ Major Perk:
Frag Cannon is the recommended choice in almost all situations. It makes your projectiles more accurate, which is crucial for dealing with characters at a distance, like Pharah or Widowmaker. While you have one less ammo, the increased consistency is worth it. Bomb Voyage is considered anti synergistic because you want precision, not faster firing speed, while flying through the air.
Mei

◦ Minor Perk:
This choice depends on the map. On maps with verticality you can access, Glacial Propulsion is likely the better choice. It allows you to create a small ice pillar by double jumping, giving you new mobility options. On flatter maps, Skating Rink is good. It increases movement speed and provides healing for you and your whole team inside your ultimate, making it a useful tool even if you don't freeze anyone.

◦ Major Perk:
Cryostorm is the more consistent pick most of the time. It provides free damage and a slow to anyone near you when you exit Cryo-Freeze, which helps win 1v1s, punishes enemies for getting close, and builds your ultimate charge. Deep Freeze can be useful if you are bullying a specific tank that is easy to get close to, but it is too risky and situational otherwise.
Pharah

◦ Minor Perk:
Helix Shields is recommended for most situations where you are playing from an off angle. The perk converts 125 of your health to shields and makes them start regenerating immediately after you land a direct rocket hit. This significantly increases your sustain and makes you less reliant on your supports. Drift Thrusters is a good alternative if you are not playing off angles, as it makes your Barrage ultimate more consistent.

◦ Major Perk:
Sky Spy is an underrated perk. Your Concussive Blast reveals enemies and causes your next rocket to deal 30% more damage to them. This changes key damage breakpoints, allowing you to two shot 250 HP heroes, and the reveal makes landing directs easier. This is especially good when holding a specific area. If you are constantly moving and need more mobility, Fuel Stores provides more fuel and overhealth from your abilities, which pairs well with Helix Shields for a highly mobile, self sufficient playstyle.
Reaper

◦ Minor Perk:
Shadow Blink should be chosen 100% of the time. It makes your teleport nearly instant. While the range is reduced, the speed makes it an incredibly powerful tool for both engaging and, crucially, disengaging. It is considered one of the strongest perks in the game.

◦ Major Perk:
This choice is situational. If you are playing against a tank you can easily damage and life steal from (like Roadhog), Ravenous Wraith provides crazy self sustain. In most other circumstances, especially on more open maps, Dire Triggers is a good choice to help you finish off kills more consistently.
Sojourn

◦ Minor Perk:
If you are consistently getting value from your ultimate, Overcharge is by far the best choice and possibly the best ultimate perk in the game. It allows you to one shot 250 HP targets with a headshot during Overclock and significantly increases your body shot damage. However, the slow from Disruptor Shot is also quite good, especially if you're under a lot of pressure, making it a viable alternative.

◦ Major Perk:
This choice is map and comp dependent. If you are not being heavily pressured or dove, Friction Generator is amazing and should be picked every time. Gaining 50 railgun charge every time you slide is free value. However, if you are being focused by dive characters (Tracer, Sombra, Winston), the extra charge and mobility from Kinetic Crash may be necessary for survival, though you lose some verticality.
Soldier 76

◦ Minor Perk:
Tactical Salvo is highly recommended. It adds a Helix Rocket to the start and end of your ultimate, which dramatically increases its lethality and makes it more consistent against tanks or targets that duck behind cover. Rocket Reload is less valuable because it doesn't overfill your ammo and doesn't fit Soldier's ideal gameplay loop of opening engagements with a Helix Rocket.

◦ Major Perk:
This is situational based on how much you need to move. On maps where you are rotating a lot, Agility Training is still very good for its movement and reload speed. However, on more static maps where you aren't being dove (e.g., Junkertown, Havana), Stimpack is now an excellent choice. It allows you to trade your Biotic Field's healing for a significant damage boost, which is great for duels, poking, and breaking shields.
Sombra

◦ Minor Perk:
Controlled Escape is the more consistent and recommended choice. It provides passive health regeneration when you translocate below 50% health, significantly increasing your uptime and survivability. Encrypted Upload enables an obnoxious playstyle of hacking from stealth to bait attention, but it leans heavily into a one-shot combo playstyle that is less consistent.

◦ Major Perk:
The choice depends on the enemy team's positioning. If they are clumped up, Viral Replication can be incredible with EMP, spreading Virus to multiple targets for massive damage. If the enemy team is spread out, Healthy Hacker is very good. It gives you up to 50 decaying overhealth from hacked health packs, which changes many dueling breakpoints and makes you much harder to kill when playing near your hacked pack. The guide suggests running Controlled Escape and Healthy Hacker most of the time for maximum survivability both near and away from health packs.
Symmetra

◦ Minor Perk:
Perfect Alignment is the choice 95% of the time. The extra 20% range on your primary beam is a noticeable and consistent advantage in most fights. Sentry Capacity is only good at the very start of a fight if you have a lot of time to set up, but its value falls off dramatically afterward.

◦ Major Perk:
Shield Battery is the recommended perk. It provides healing when you go through your own teleporter, which makes your flank and rotation plays much stronger and safer. Hovering Barrier is a cool concept but is too niche; you are giving up your primary mobility and rotation tool (Teleporter) for a shield, which is rarely a worthwhile trade.
Torbjörn

◦ Minor Perk:
On wide open maps or when you need to reposition frequently, Hammer Time is unironically recommended. The increased speed while your hammer is out is great for rotating, flanking, and disengaging. On more narrow, defensive maps where you have time to set up, Fully Loaded is a fine alternative.

◦ Major Perk:
Unless you have a lot of time to set up a defensive position, you should use Anchor Bolts. The ability to throw your turret much farther and have it stick to walls and ceilings is incredibly strong. It allows you to place your turret mid-fight in spots where it's hard for the enemy to destroy, giving you consistent value. This pairs well with Hammer Time for a more aggressive playstyle.
Tracer

◦ Minor Perk:
Blink Packs is an incredibly consistent choice. Getting a Blink charge from walking over a health pack is excellent for rollouts, sustain, and general mobility. While Kinetic Reload is a cool concept, it's less consistent and doesn't provide over-ammo.

◦ Major Perk:
Flashback is objectively better in all circumstances. Recalling to restore two Blink charges is far superior to gaining temporary health. Blinks are the core of Tracer's survivability and playmaking potential.
Venture

◦ Minor Perk:
This is situational. On wide-open maps where you need to close long distances safely (like Havana), Deep Burrow is a useful pick, as it extends your Drill Dash distance while burrowed. In most other situations on friendlier maps, Excavation Exhilaration is the choice, as the massive cooldown reduction during your ultimate essentially doubles its value.

◦ Major Perk:
Smart Extender should always be chosen. It gives you optional range on your primary fire and allows you to generate shields with your Tectonic Shock ability. The alternative, Clobber, was only good when it was bugged, now that it's fixed, the perk is trash.
Widowmaker

◦ Minor Perk:
Sniper's Instinct is the clear choice. It increases your scope charge speed for 2 seconds after using Grappling Hook. Since the grapple cooldown was recently reduced, you'll be using it frequently, making this perk provide consistent value.

◦ Major Perk:
Escape Plan should always be used. Scoped shots reduce your Grappling Hook's cooldown, giving you much more mobility and survivability. The alternative perk for Venom Mine is terrible and an actual nerf.
Ana

◦ Minor Perk:
This is highly situational and depends on the enemy tank. If you are playing against a tank you can consistently hit with Sleep Dart (like Wrecking Ball, Mauga, Roadhog, or Ramattra), choose Groggy. The slow effect after they wake up is very powerful. Otherwise, Speed Serum is the pick most of the time. The 40% movement speed it gives to your Nano Boosted target significantly increases the ultimate's consistency and value, and it can even be used defensively.

◦ Major Perk:
Biotic Balance should be chosen most of the time, especially if you are under any pressure. It increases the damage and healing of Biotic Grenade to 60, applies to splash damage, and is the more consistent perk overall. Head Hunter is a viable alternative only if you are not being pressured at all and can consistently land headshots.
Baptiste

◦ Minor Perk:
Automated Healing is likely the go to choice. It provides 75 healing at range whenever you use an ability (Regenerative Burst, Immortality Field, or Exo Boots), which helps with one of Baptiste's weaknesses. Biotic Reloader is conceptually cool and can help with uptime in narrow corridor fights where you are constantly weaving damage and healing, reload is already fast, so the benefit isn't huge.

◦ Major Perk:
Rocket Boots is the recommended default choice. The extra mobility is incredibly valuable on any map with verticality, for escaping dives, and for repositioning. Assault Burst is an underrated but niche alternative. If you are under no pressure and your teammates are far away, trading the bonus healing on Regenerative Burst for a 30% attack speed increase (which affects both your damage and healing output) can be a strong choice.
Brigitte

◦ Minor Perk:
The choice depends on the enemy composition and how much you can engage. If you can safely get swings in, Combat Medic is likely the more consistent option, as each melee swing reduces the cooldown of your Repair Packs. If you are playing against heavy poke and can't engage often, Morale Boost is the better choice, extending your Inspire duration after landing a Whip Shot for better self-sustain.

◦ Major Perk:
This is also very contextual. Inspiring Strike is the more consistent choice for most situations. The movement speed and instant burst of Inspire healing from Shield Bash are excellent for mobility, disengaging, and rotating. However, in small rooms or against dive characters like Tracer and Genji, Whiplash is a strong alternative. The extra damage from Whip Shot and Shield Bash changes important damage breakpoints and allows you to be more of a bully.
Illari

◦ Minor Perk:
Summer Solstice is recommended most of the time. It gives you more flight speed and attack speed during your ultimate, and the guide considers it a strong enough ultimate perk to justify picking it over the more consistent alternative. Rapid Reconstruction is a good choice if your playstyle involves frequently repositioning your Healing Pylon, as it makes the pylon build and redeploy faster.

◦ Major Perk:
Sunburn is the only choice. Solar Flare, is the worst perk in the entire game.
Juno

◦ Minor Perk:
Locked On is considered the more consistent and better choice. Hitting enemies with Pulsar Torpedoes reduces its cooldown, and hitting just two enemies provides a significant 20% cooldown reduction on a key ability.

◦ Major Perk:
Liftoff is recommended most of the time, especially on maps with verticality or if you are under pressure from dive threats. It gives you better angles for your torpedoes and helps create distance from enemies. Faster Blaster is an okay alternative if there is no verticality to use and you aren't under pressure, but the guide notes that you have to use a mobility cooldown to get the benefit, which is not ideal.
Kiriko

◦ Minor Perk:
Both are viable. Fortune Teller is likely more consistent for how Kiriko is meant to be played (doing damage from off-angles), as it provides significant chip healing to allies you can see while you are dealing damage. Urgent Care is also a decent perk that increases the travel speed of your healing ofudas to distant allies.

◦ Major Perk:
Fox Trot is the clear winner. Using Protection Suzu grants you and the affected ally movement speed and cooldown recovery. The guide states to just pick this perk.
Lifeweaver

◦ Minor Perk:
Both minor perks are unbelievably underwhelming. Cleansing Grasp can be situationally useful. If the enemy team has a spammable negative effect (like Ana's Biotic Grenade, Ashe's Dynamite, or Mauga's burn) that is frequently on the allies you need to pull, this perk reduces Life Grip's cooldown by 4 seconds. If there's nothing easy to cleanse and you're under no pressure, you could use Life Weaving, but it requires you to burn your defensive dash cooldown for a small amount of extra healing.

◦ Major Perk:
Super Bloom should be used most of the time. The extra damage it provides is significant and more consistent than the alternative. Pedal Power is a niche pick for situations where you are under zero pressure, have no opportunities to do damage, and have a hitscan teammate who can benefit from the attack speed boost while on the platform.
Lúcio

◦ Minor Perk:
This choice depends on your playstyle. If you are playing a more aggressive, DPS-focused style, Soundwave Rider is excellent, as a fully charged wall ride grants a powerful, long-range boop that deals 50% more damage. Beat Drop, which provides a very long Amp It Up for the duration of Sound Barrier, is also a very good perk that synergizes well with team-focused play.

◦ Major Perk:
If you are playing proactively, off-angling, and dueling, pick Accelerondo for the attack speed increase during Amp It Up. If you are playing more defensively with your team, controlling space and peeling, Noise Violation is the pick, as it dramatically increases the radius of your Amp It Up.
Mercy

◦ Minor Perk:
Divine Momentum should be chosen basically 100% of the time. It makes all of your Guardian Angel movement techniques faster, which directly increases your survivability and makes you harder to kill.

◦ Major Perk:
Flash Shield should be used most of the time, especially when playing Mercy correctly by pocketing an off-angling teammate. Providing a 150-health shield to an ally below half health is incredibly strong. The only time to consider the alternative, Symphonic Grace, is if you are forced to play with a clumped-up team composition where the AoE damage boost can hit multiple allies at once.
Moira

◦ Minor Perk:
Ethical Nourishment is recommended. It adds a 30 health burst heal when your Biotic Orb first hits an ally and another 30 health burst when the orb chain breaks. This provides significant burst healing in duels and for clumped up teammates.

◦ Major Perk:
Phantom Step is probably the best perk that Moira has. It allows you to jump higher and travel further with Fade, and you can cancel it early. This makes it an incredibly potent tool for survival, disengaging, and changing angles. Reversal is a fun and underrated perk that allows you to reverse the direction of your orb, but it competes with the superior survivability of Phantom Step.
Wuyang

◦ Minor Perk:
Balance increases Wuyang’s Restorative Stream passive healing. Basically you just do what you normally do and do it better.

◦ Major Perk:
Eb and Flow is generally preferred because the alternative is often situational, if Wuyang misses an ally with the initial wave, or if the wave bounces back in a small fight, it can hit the target again, providing consistent healing and applying the amplified heal effect. This is extremely valuable when fighting in small rooms or defending oneself or teammates. Falling Rain is considered "situational" or "niche". If you miss even one orb due to the target moving or tight corners, you lose the damage bonus.
Zenyatta

◦ Minor Perk:
Dual Harmony is the recommended choice most of the time. Having two Harmony Orbs active provides more ultimate charge and is easier to maintain now that the grace period for an orb staying on an ally behind a wall has been increased. Focus Destruction is a fine alternative if you find yourself rotating behind cover often and don't have a second target to heal.

◦ Major Perk:
Transcendent Condemnation is the pick for most situations as it is consistently good. Ascendance is a strong but more challenging perk to use. On certain maps, it's very effective for rotating silently and avoiding splash damage, but it requires creativity.