Sombra

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Sombra's upgrades are random passives that are picked up throughout the map.

Packages
If Sombra is chosen as an ally, replace all health and energy packs with 6 exclusive packages and 12 regular packages.

Go to a package to spend money to unlock it. If you do, you randomly gain item that gives a passive upgrade to whoever picks it up. This item will disappear after 15 sc if not picked up. Regular packages cost 150 resources to unlock, and exclusive packages cost 300 resources to unlock.

Cannot refund money or items from packages. Each package can only be purchased once during setup. However, they can respawn during a wave, provided all the packages have been unlocked.

At the end of the wave, all the packages are replenished.

Item rarities
The upgrades come in three categories:

Common, uncommon, and rare

Common and uncommon items are unlocked in regular packages. The probability of unlocking a common item is 60%, while the probability of unlocking an uncommon item is 40%.

Common, uncommon, and rare items are unlocked in exclusive packages. The probability of unlocking a common item is 50%, the probability of unlocking an uncommon item is 30%, and the probability of unlocking a rare item is 20%.

If you die during a wave, two of the items you possess randomly become deactivated when you respawn. All items that became deactivated this way become reactivated on finishing the wave.

Common items
accelesneakers - Increases movement speed by 10% (+10% per stack).

armor piercing rounds - deal 10% more damage (+10% per stack)

backup magazine - add +1 charge (+1 per stack) of random cooldown ability (if no cooldown, increase stamina by 20 (+20 per stack))

bundle of fireworks - Using a cooldown ability causes creates explosion around you with 3m (+0.5m per stack) blast radius.

electricity channeler - Gain temporary shields on kill for 20 health (+20 per stack).

emergency regenerator - Heal for 5 (+5 per stack) health 1.1 seconds after getting hurt.

energy drink - Stamina recharge rate increases by 5 per sc (+5 per stack).

first aid box - After standing still for 2 seconds, create a zone that heals for 4.5% (+2.25% per stack) of your health every second to all allies within 3m (+1.5m per stack)

fluctuating barrier - 10% (+10% per stack) chance to block incoming damage.

focus lens - Increase damage to enemies within 13m by 15% (+15% per stack).

fresh meat - Increases base health regeneration by +2 hp/s for 3s (+3s per stack) after killing an enemy.

gasoline - Killing an enemy ignites all enemies within 4m (+2m per stack), dealing damage to them (the damage increases with stacking).

high energy dynamo - On using ultiamte ability for more than 2 sc, drop a banner that strengthens all allies within 16m (+8m per stack). Raise attack and movement speed by 25%. Banner disappears after 10 sc (+5 sc per stack).

medicine crafting manual - Killing an enemy spawns a small health pack that heals for 10 (+10 per stack) health.

personal shield generator - Gain a shield equal to 10% (+10% per stack) of your maximum health. Recharges outside of danger.

power drill - Deal 100% (+50% per stack) damage to enemies above 90% health.

self repairing fabric - Increases passive health regeneration by 2 hp/s (+2 hp/s per stack) while outside of combat.

soldier's syringe - Increases attack speed by 15% (+15% per stack).

sticky bomb - 5% (+5% per stack) chance on hit to attach a bomb to an enemy, detonating for explosive damage.

stun grenade - 5% (+5% on stack) chance on hit to stun enemies for 1.5 seconds.

tri-tip dagger - 10% (+10% per stack) chance to bleed an enemy for additional damage.

weakpoints detector prototype - Your attacks have a 10% (+10% per stack) chance to 'Critically Strike', dealing double damage.

Uncommon items
aerodynamic suit - Leaving combat boosts your movement speed by 10% (+10% per stack).

aggression boombox - Activating an ultimate ability for more than 2 sc gives the holder +40% attack speed for 8 seconds (+5s per stack).

air boots - Gain +1 (+1 per stack) maximum jump count.

bandolier - 10% (+10% per stack) chance on kill to drop an ammo pack that resets one random cooldown (or gives 30 stamina if no cooldowns).

combustion plug - On killing an enemy, spawn a lava pillar in a 3m (+0.6m per stack) radius for damage (+damage increases per stack).

CQC manual - Gain 5% critical chance. Critical strikes heal for 6 (+3 per stack) health.

electric guitar - 25% chance to fire chain lightning for continuous damage on up to 3 (+2 per stack) targets within 10m (+1m per stack).

fire fanner - 8% chance on hit to strike an enemy with a runic flame tornado, dealing continuous radial damage (damage increases per stack).

fuel cell - Ultimate charge capacity increases by 500 (+500 per stack).

infusion - Killing an enemy during a wave increases your health permanently by 1, up to a maximum of 100 (+100 per stack) health. Resets after the wave or after you die.

insta-frost generator - 8% chance on hit to strike an enemy with a runic ice blast, slowing them by 80% and dealing damage to them (damage increases per stack).

kinetic converter - Gain 30 temporary shields (+30 per stack) when you begin using an ability that uses stamina.

mounted missile launcher - 10% chance to fire an explosive projectile (additional damage per stack).

nutrient processor - Dealing damage heals you for 1 (+1 per stack) health.

old war stealthkit - Chance on taking damage to gain 20% movement speed and invisibility for 3s (+1.5s per stack). Chance increases the more damage you take.

predatory instincts tonic - Gain 5% critical chance. Critical strikes increase attack speed by 10%. Maximum cap of 30% (+30% per stack) attack speed.

rage drink - Killing 3 enemies within 1 second sends you into a frenzy for 6s (+4s per stack). Increases movement speed by 30% and attack speed by 30%.

razorwire - Getting hit causes you to explode in a burst of razors, dealing damage in sphere. Hits up to 5 (+2 per stack) targets in a 5m (+1m per stack) radius

recovery suit - Reduce time before stamina recharge by 20% (+20% per stack)

sharp cleaver - Instantly kill enemies below 10% (+10% per stack) health.

tranquilizers - Slow enemies on hit for -50% movement speed for 2s (+2s per stack).

versatile recharger - 4% (+4% on stack) chance on kill to gain 200 ultimate charge.

Rare items
aegis - Healing past full grants you a temporary barrier equal to 50% (+50% per stack) of what you overheal for up to 100% of your maximum health.

backup phase device - Upon death, this item will be consumed and you will return to life with 3 seconds of invulnerability.

battery converter - Kills reduce equipment cooldown by 2 sc (+1 sc per stack)

explosion trap - Falling below 25% health causes you to explode, dealing high damage. Recharges every 20 seconds (-40% per stack).

gravity boots - Increases jump height. Creates a 3m kinetic explosion on hitting the ground, dealing damage that scales up with speed. Recharges in 10 (-50% per stack) sc.

half image projector - Killing enemies has a 10% chance to spawn a ghost that deals melee damage to enemies. Lasts 10s (+10s per stack).

hardlight afterburner - Add +2 (+2 per stack) slots of a random cooldowns. If no cooldowns, increase stamina by 100.

homemade bomb manual - Store 100% (+100% per stack) of healing as Soul Energy. After your Soul Energy reaches 10% of your maximum health, fire an explosive projectile.

incendiary ammunition - All your attacks explode in a 0.5m (+0.1m per stack) radius for a bonus 60% damge to anearby enemies.

optimized interface - Reduces skill cooldowns by 20% (+20% per stack). If no cooldowns, increase stamina capacity by 50.

rejuvenation rack - Heal +50% (+50% per stack) more.

remote phantom - Every 20s, summon a NPC that follows you and deals high melee damage. Can have up to 1 (+1 per stack) such NPC at a time.

scavenger beehive - Killing an enemy surrounds the user with a swarm of bees, dealing continuous radial damage, with a radius of 0.5m per kill, up to 3m (+3m per stack).

seeker darts - Killing an enemy releases 3 homing daggers that deal damage (damage increases per stack).

self-repairing exoskeleton - Increases maximum health by 30 (+30 per stack) and health regeneration by 3 (+3 per stack) health/second.

sentient meat hook - 20% (+20% per stack) chance on hit to fire homing hooks at up to 5 (+3 per stack) enemies for damage.

unstable tesla coil - Fire out lightning that hits 2 (+2 per stack) enemies for continuous damage. The Tesla Coil switches off every 10 seconds.

wearable generator - Generate ultimate charge at +25 charge per sc (+25 per stack).

VIP mission
If at least 12 packages have been unlocked before the wave starts, a VIP will spawn somewhere in the middle of the map. During the wave, multiple enemies not part of the main wave will attack the VIP. If the VIP is still alive at the end of the game, will drop reward and leave. The difficulty and reward of the VIP mission depends on how many packages have been unlocked.

If 12 to 14 packages have been unlocked, the VIP will shoot back at the enemies, and will drop a single rare or uncommon item (50-50 chanace of either rarity). If 15 to 17 packages unlocked, NPC will project a shield around herself and drop a single rare item. If 18 packages unlocked, NPC has no defenses and will drop two rare items.

Enemies that will appear to attack the VIP are:

Zapper drones - low hp, fast, deal radial continuous damage

Slashers - medium hp, fast, melee damage

Warper - low hp, fast, shotgun projectile, can phase in and out

Rifleman - medium hp, medium, rapid fire hitscan

Crusher - high hp, slow, melee attack