- Best of 7, first to 4
- Powers in rounds 1, 2, 4 and 6
- Six item slots, sold at full value
- 33 Stadium heroes
Seven rounds. Four Powers. Six item slots.
Stadium is Overwatch with a shop. Between rounds you spend Stadium Cash on items and pick free, permanent Powers — and the team that builds with a plan usually takes four rounds first.
Powers free · permanent · 4 of 12
Items up to 6 · sell for full value
Stadium Cash
- Start of match3,500
- Base after round 1+5,000
- Base after round 2+4,000
- Base after each later round+3,500
- Damage, healing, kills, assists+ you
- Each team's top earner+1,000
Format and Power rounds: Blizzard's Stadium articles and the 10 February 2026 patch notes. Base income per round: the Overwatch Wiki's Stadium page (read 8 November 2026). The item slots are an example build. Stadium Cash is in-game currency only.
Stadium is the round-based Overwatch mode where you pick one hero for the whole match and turn it into something the normal game doesn't allow: a Soldier: 76 whose Biotic Field damages enemies, a Kiriko who throws a wall of kunai, a Mei who skates to the front line. How you build decides most series, and it is also where most players lose them — buying random stat items, locking in Powers that don't work together, or keeping a build the enemy has already countered. This guide explains how the Armory works on the live patch of 3 November 2026, where your Stadium Cash comes from, a spending plan for all seven rounds, how to counter-build after the Season 5 sustain changes, and the tools Blizzard added to help you plan.
- Pick the Power plan first. Four of your hero's 12 Powers, chosen once each and never removed — items should feed them.
- Items are free to change. Selling returns every Stadium Cash, so a wrong buy costs one round, not the match.
- Cash comes from performance. Damage, healing, eliminations and assists pay on top of the base income — win or lose.
- Counter-build from the scoreboard. You see enemy Powers and Items once they lock in; answer the build, not the hero.
- Season 5 changed sustain: passive health from cash is halved and healing-reduction items hit 40%.
- No new Stadium heroes or maps are planned — the 33-hero roster is the one to learn, with balance changes each patch.
How a Stadium match works
Blizzard launched Stadium in April 2025 as "the new best-of-7, multi-round way to play". Two teams of five play a Competitive match in role queue (one tank, two damage, two supports), and the first team to win four rounds takes the series. Everyone locks one hero at the start and keeps it to the end. Before each round you get "a short amount of time" in the Armory: first you pick a Power if it's a Power round, then you spend Stadium Cash on Items. The Overwatch Wiki lists a mercy rule too: if one team wins the first three rounds and leads by more than 10,000 Stadium Cash, the match ends early.
Rounds are short versions of normal modes. Stadium uses Push (about half the usual distance), Control (one capture, faster progress), Clash and the Stadium-only Payload Race, and the wiki notes Clash is never round 1 or round 7. The camera is third-person by default; you can switch to first-person in the settings, and Blizzard added a field-of-view slider and special UI for reloading and blocked line of sight. Stadium Quick Play is a shorter best of five, and since the Season 5 patch of 6 October 2026 it is an experimental open queue with limits of one tank, two damage and three supports. Ranked Stadium keeps role queue and its own seven leagues, explained in our Stadium ranks guide.
Where Stadium Cash comes from
Every player starts the match with 3,500 Stadium Cash — "enough for three Common Items", in Blizzard's words — and earns more after every round, "win or lose". Losing a round never leaves you broke, which is why a comeback is always possible.
- Base income5,000 after round 1, 4,000 after round 2 and 3,500 after each round from then on (Overwatch Wiki), raised for players whose total earnings are below 7,500.
- PerformanceDamage, healing, eliminations and assists. Each hero has its own multiplier — the wiki lists Ashe at 83.125% and Zenyatta at 52.5%.
- Tank targetsDamage dealt to tanks pays 40% less and healing done to tanks 30% less; damage to overhealth pays half.
- Round MVPThe top earner on each team gets 1,000 extra Stadium Cash.
- BountiesEvery hero starts with a 300 bounty that grows by 75 per elimination or assist and shows in the HUD from 750; killing a hot player pays your share of it.
- Catch-upA team 5,000 or more behind at the start of a round earns 1% more from damage and healing per 1,000 behind, up to 30%.
Earning cash used to make you tankier as well: at launch every 500 Stadium Cash earned gave 1 extra max health, up to 300. The Season 5 notes cut that "Passive Health from Currency" by 50%, so late-round heroes are squishier than before and Survival items matter more. The practical lesson: cash follows output. A support who heals the tank is paid less than one who heals damage heroes, and a hero who farms a barrier earns less than one who hits squishies, so a build that adds real damage or healing also pays for the next build.
Powers: four permanent choices
Each hero has 12 Powers — "transformative modifiers that grant unique passives, modifiers, or whole new abilities". They cost no Stadium Cash, but "once you equip a Power, it cannot be removed, so plan carefully". On 10 February 2026 Blizzard moved Competitive Power picks to rounds 1, 2, 4 and 6 (at launch they came in rounds 1, 3, 5 and 7), which puts two Powers on your hero before the second round starts.
The Power that defines the build — the one your items will scale. Pick it even if a flashier one is offered.
A second Power on the same ability or weapon, so the two multiply instead of splitting your cash.
By now you've seen the enemy. Take the Power that solves what has been beating you: range, survival or a counter.
The best remaining Power for the build — often a big payoff that only works with everything else in place.
The round roles above are BoostPirate's planning advice, not a game rule.
Because Powers lock in and Items don't, decide the Power plan before you buy anything. Look at all 12 in the Armory at the start of the match, pick the two or three that work on the same ability, and treat the other slots as flexible. Changing direction later is possible — you can still sell every item — but a hero with two weapon Powers and two ability Powers rarely has the cash to feed both halves.
Items: tiers, categories and slots
You can hold up to six Items. Each one is Common, Rare or Epic and belongs to a category: Weapon (for heroes who live on their gun, like Cassidy or Widowmaker), Ability (for cooldown heroes such as Orisa, Mei or Moira) or Survival (for nearly everyone; Blizzard names Mercy and Ana as heroes who may favour it). Gadgets, added in a later Stadium season, are a fourth kind: one per match, with a long cooldown. Some Rare and Epic items are hero-exclusive — Oladele-Copter Blades let Orisa fly short distances with Javelin Spin, Snowboots let Mei skate to the front line, and Tranquilizer makes Ana's Sleep Dart hitbox 500% larger.
A small buff — use early or to spend leftover budget.
- Compensator1,000+5% Weapon Power
- Weapon Grease1,000+5% Attack Speed
- Power Playbook1,000+10% Ability Power
- Winning Attitude1,500+25 Health, 15% Ultimate Charge on death
A significant boost — you can afford one right after round 1.
- Aftermarket Firing Pin3,750+10% Attack Speed, +5% Move Speed
- Multi-Tool4,500+10% Ability Power, +5% Cooldown Reduction
- Nano Cola5,500+15% Ability Power
- Talon Modification Module6,500+15% Weapon Power
The most expensive — for later rounds, to power up your Powers or counter a build.
- Ultimate E.M.P.9,000After you spend your ultimate, damage applies 100% healing reduction (new in Season 5)
- Codebreaker10,000+15% Weapon Power, ignores 50% of Armor's reduction
- El-Sa'ka Suppressor11,000+10% Weapon Power, 40% healing reduction on hit
- Eye of the Spider14,500+20% Weapon Power, +10% Critical Damage
Tier uses: Blizzard's "Keys to Victory" article. Price ranges and item effects: the Overwatch Wiki's item tables, read 8 November 2026 — Blizzard changes items in most patches, so check the Armory tooltip.
Two rules make Items forgiving. First, Items "can be sold for the same amount of Stadium Cash", so moving from two Commons into a Rare loses nothing. Second, the stats panel in the Armory shows how each item changes your total health, attack speed, cooldown reduction and the rest — read it before you buy, because two items that both add 5% Weapon Power are worth less to a hero whose Powers scale abilities.
Three ways to build
Almost every Stadium build is one of three shapes. Pick the one your first Power points to and buy almost only its stats:
Weapon Power + Attack Speed
For heroes whose Powers change their gun. Stack Weapon Power, Attack Speed and ammo, then add weapon lifesteal or a Survival item so you live long enough to shoot. Codebreaker answers armoured tanks.
Ability Power + Cooldown Reduction
For heroes whose Powers turn a cooldown into the main threat. Ability Power makes each cast hit harder; cooldown reduction lets you cast it more often. Ability lifesteal keeps you up.
Health, Shields, Armor
For tanks and for supports who must stay alive to matter. Health, shields and armor first, then one damage or healing item so the extra life produces cash.
Blizzard's own launch examples show the idea. Its Soldier: 76 build turns Biotic Field into a weapon: the Powers Track and Field, On Me!, Back Off and Frontliners, with the items Compression Fatigues and Rapid Response Radius, and you circle enemies so the field damages them. Its Kiriko build is all kunai: Foxy Fireworks, Keen Kunai, Triple Threat and Spirit Veil, with Talisman of Victory and Cyclist Gloves for attack speed. Neither build buys "good items" in general — every slot feeds the same ability.
A round-by-round spending plan
This is BoostPirate's default plan for a Competitive match. Adjust it to your hero, but keep the order: identity first, efficiency second, counters last.
- Round 1 · Commons that match your first Power
Spend the 3,500 on two or three Commons in your build's category. Don't hold cash: unspent Stadium Cash does nothing in a round.
- Round 2 · Your first Rare
With the base income you can afford a Rare right away, as Blizzard notes. Sell a Common if you need the slot or the money — you get all of it back.
- Round 3 · Fill the build
No Power this round, so it's an item round. Add a second Rare on the same stat and one Survival item if you died early in round 2.
- Round 4 · Power three and the first look at counters
Read the scoreboard: if the enemy stacks healing, an anti-heal item is now worth more than another stat item.
- Round 5 · Save for an Epic
Epics are where builds peak. If you can't afford one yet, buy nothing you'll sell next round — save instead.
- Round 6 · Power four, Epic in
Your last Power and usually your first or second Epic. Replace your weakest Common, not your core Rare.
- Round 7 · Counter the build that's winning
Everyone is near full. Sell the item that does least against this enemy and buy the answer to their best player's build.
Counter-building
You can't see the enemy's Powers and Items while you shop, but you can once their selections lock in: Blizzard's advice is to "check the scoreboard" every round and adjust, and coordinate with your team. In Stadium you can't swap heroes, so counter-play is a buy, not a swap. Blizzard's own examples:
The Season 5 patch made counter-buying stronger on purpose. Blizzard said its item changes were meant to "reduce sustain-oriented builds and compositions": every healing-reduction item went from 35% to 40%, El-Sa'ka Suppressor now works on all weapon damage (for 2 seconds instead of 3), and the new Epic Ultimate E.M.P. makes your damage apply 100% healing reduction after you spend your ultimate. Two Survival Epics, Divine Intervention and Nebula Conduit, went from 50 to 75 shields or health to make up for the lower passive health, and the Rare Biolight Overflow was removed. One damage player with anti-heal is usually enough; three is wasted cash.
Hero Builder, Forge and example builds
You don't have to theory-craft from scratch. Blizzard has added three planning tools since launch:
Hero Builder
"A new and accessible way to build your hero and choose your playstyle": smart build recommendations, item bundles and counter-item suggestions based on the enemy team. The wiki says it draws on worldwide player data, and it also works in the Stadium Practice Range.
Stadium Forge
Save builds in the Stadium Practice Range and load them in the Armory during any match, then share them or import builds from teammates and creators. The wiki lists up to 10 saved builds per hero.
Example Builds
The Armory suggests two example builds for every hero. They're a fair first match on a new hero; after that, adapt them to what the enemy plays.
BoostPirate's advice: use the Hero Builder to learn a hero, then save your own version in the Forge with a note of which Power you take in round 1. Recommendations based on worldwide data can't see the enemy you're playing, and counter-items only help once you know which enemy build is the problem.
What changed in Season 5 and on 3 November
Stadium is now a balance-only mode. In his July 2026 Director's Take, Aaron Keller wrote that Stadium Ranked and Stadium Unranked were each about 3% of daily players as of 28 June 2026, that Blizzard is "not planning on expanding Stadium with new Heroes or maps", and that it will "continue supporting Stadium with seasonal balance updates, rank resets, and rewards". So the heroes and maps stay; Powers and Items keep moving. The Season 5 item changes are below, followed by the Powers the 3 November 2026 patch changed.
| Item | Type | Season 5 change (6 Oct 2026) |
|---|---|---|
| El-Sa'ka Suppressor | Epic Weapon | Healing reduction 35% → 40%, now on all weapon damage, 3 s → 2 s |
| Cybervenom | Epic Ability | Healing reduction 35% → 40% |
| Ultimate E.M.P. | Epic Ability | New: after spending your ultimate, your damage applies 100% healing reduction |
| Sundering Vial | Epic Survival | Overhealth reduction 35% → 40% |
| Siphon Snippet | Gadget | Healing reduction 35% → 40% |
| Divine Intervention | Epic Survival | Shields 50 → 75 |
| Nebula Conduit | Epic Survival | Health 50 → 75 |
| Biolight Overflow | Rare Survival | Removed |
WinstonTesla Field damage 40 → 30 every second
CassidyBarrage Blastin' damage penalty 60% → 50%; Silver Bullet damage 50 → 60
GenjiWyrm's Maw Swift Strike damage per stack 10% → 15%
SojournHard Stuck damage penalty 25% → 10%
VendettaApex Bloodlust lifesteal 4% → 3%; Rampant Onslaught needs 3 eliminations per stack (was 2)
The same patch removed Stadium Ranked grouping restrictions that had been switched back on by mistake and fixed El-Sa'ka Suppressor on D.Va. Watch the patch notes before each season: when a Power that anchors your build changes, the items around it may need to change too.
The 33 Stadium heroes
Stadium launched with 17 heroes and grew each season until the July 2026 decision; the Overwatch Wiki lists 33 now. Heroes outside this list, including the 2026 heroes Domina, Anran, Shion, D.Mon and Doctrine, can't be played in Stadium.
Tank 10
D.Va
Doomfist
Hazard
Junker Queen
Orisa
Ramattra
Reinhardt
Sigma
Winston
Zarya
Damage 13
Ashe
Cassidy
Freja
Genji
Junkrat
Mei
Pharah
Reaper
Sojourn
Soldier: 76
Torbjörn
Tracer
Vendetta
Support 10
Ana
Brigitte
Jetpack Cat
Juno
Kiriko
Lúcio
Mercy
Moira
Wuyang
Zenyatta
For a first Stadium hero, BoostPirate suggests one whose build is easy to read: Soldier: 76, Reinhardt or Kiriko have Blizzard's own example builds and clear weapon or ability paths. For the core-game picture of each role, see the tank, damage and support guides.
Build mistakes that lose series
- Lock a round-1 Power because it looks fun, then build items for something else.
- Split cash between weapon and ability stats.
- Bank cash "for later" in rounds 1 to 4 — unspent cash doesn't fight.
- Keep a build the enemy has visibly countered for two rounds.
- Have three players buy healing reduction against one healer.
- Choose two Powers that multiply each other before you buy anything.
- Read every enemy's Powers and Items on the scoreboard each round.
- Sell freely: a Common into a Rare costs nothing.
- Save in round 5 if the Epic you need is out of reach.
- Agree in voice who buys the counter-item.
Stadium skills carry over: target choice, cooldown tracking and positioning decide rounds the same way they decide normal matches. When you're ready to take them back to Role Queue, the solo-queue heroes guide and the VOD review guide are the next reads.
Want a second pair of eyes on your build? A 1-on-1 coaching session (from $19.90 an hour) with a Grandmaster+ coach can cover Stadium Power plans and counter-buys on your own replays — nobody logs in to your account. Stadium leagues aren't sold as boosts.
- Blizzard — Enter the Stadium: Get Ready to Battle (April 2025: format, Armory, Items, Powers, 3,500 starting cash, third-person) · Enter the Stadium: Keys to Victory (April 2025: 12 Powers, item tiers and categories, cash, bounties, counters, example builds) · Weekly Recall: Tuning Up Stadium (May 2025: Stadium Forge) · Director's Take: Future Formats (July 2026: player share, no new heroes or maps)
- Blizzard patch notes — 10 February 2026 (Hero Builder, Powers in rounds 1, 2, 4 and 6) · 6 October 2026, Season 5 (item changes, passive health, Quick Play queue) · 3 November 2026 and 5 November hotfix (Stadium Power changes, grouping fix)
- Overwatch Wiki — Stadium (base income, multipliers, catch-up, mercy rule, roster of 33, maps) · Stadium items (item costs and effects), both read 8 November 2026
- Press — PC Gamer on the Stadium decision (15 July 2026)
- Checked 8 November 2026 on the live patch of 3 November 2026. Stadium balance changes in most patches — item costs and percentages may differ in your Armory.
All free tools: calculators, percentiles & season countdowns →
Common questions
How do builds work in Overwatch Stadium?
When do you get Powers in Stadium?
How much Stadium Cash do you start with?
Can you sell items in Overwatch Stadium?
Is Overwatch Stadium still getting new heroes?
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