I think I know what Sombra's Ultimate is going to be.

Sombra: support player with multiple ultimate abilities. Her ult doesn't charge automatically; it requires DPS and/or healing.

Primary use will be an offensive support player. Her main weapon is a good tool for dealing damage, but it takes powering up to get to a decent level. When doing damage, a damage multiplier will increase to allow for a maximum of 5 whips. Using the weapon for healing would do the same for a healing multiplier (also up to 5). Healing uses blue coloured whips, DPS uses purple.

Passive ability 1: All abilities' effects will heal friendlies and damage enemies.

Passive ability 2: Any locked doors with an undamaged access panel attached will automatically open. (Note: only a few doors on a few maps enabled for now.)

Weapon: Plasma whip. Starts with 1 whip made of plasma energy. As long as Sombra deals damage the power of the weapon increases. It’s an area-of-effect frontal cone attack much like Winston’s attack. The number of damage done increases the weapon’s power to spawn 5 whips, at which point Sombra’s ultimate is ready. Low to medium damage. Low to medium healing.

Alternate fire: The whips concentrate at the crosshairs. Hit scan attack (instant, no travel time). Each whip increases the maximum distance by 50%. Can headshot. Reduces whip power by 20% on each use. No cooldown. High damage. High healing.

Notes: High damage and high healing, but mostly at low range (think: 1 whip reaches just outside of melee range, 5 whips much further). It takes time to charge the weapon to effective levels.

“E” ability: Area of effect, full spherical effect. Everything front, back, top and bottom will be hit in range of the weapon. Whatever is hit will suffer a pushback. If Sombra hits a solid object, she will blast herself away from it. Radius is always the same, damage and healing increases by the number of whips present (5 DPS + 5 healing = multiplied by 10).

“Shift” ability: When pressed, the plasma whips raise Sombra at the height of 1 whip’s length. This allows her to scale any surface that Hanzo and Genji could also climb (same mechanics). Passing enemies are thrown off the wall and suffer low damage. Passing friendlies get a low amount of healing and–if they press their space bar–will also scale the wall together with Sombra.

“Q” DPS ultimate ability: The 5 DPS whips overload and solidify into 5 fingers, creating a gigantic hand. The hand will appear in front of Sombra and charge forward. Like Reinhardt’s charge, the hand will pick up anyone in its trail (no limit to the amount of enemies) and charge until it reaches a solid object. If only part of the hand touches a solid object, that part will break off. Only when the center reaches a solid object the effect is completed. Targets suffer 80 damage per second. When a solid object is reached the hand explodes, doing another 150 AOE damage. Resets DPS multiplier to 1.

“Q” healing ultimate ability: Each of the whips attaches itself to the nearest friendlies, healing them to full health instantly and hacking their weapons: all friendlies are at full ammunition and don’t need to reload for the duration of this ultimate. Friendlies cannot move out of range or out of LOS from Sombra, if they do, they are stunned for 2 seconds and suffer 100 damage. Lasts 8 seconds. Resets healing multiplier to 1.

“Q” dual ability: When both the healing and DPS modifiers are full (at 5) Sombra’s ultimate will whirl around her to nullify any enemy ultimate ability activated in the past 2 seconds, or future 2 seconds. Resets all multipliers to 1.

Note: When you reach 5 levels of DPS whips, you could alternate fire once and still use the ultimate.

Note: “Q” Dual ability examples: Pharah starts her ult, but Sombra casts hers: Pharah will be forced to stop her ult instantly. Zarya’s ultimate will simply disappear. Bastion will revert to his original self. Tracer’s bomb won’t go off. Only Genji, Hanzo, and Mercy are immune, as their effects aren’t hackable.

/r/Overwatch Thread