{{SCOUT|The scout is the pinnacle front-line unit, engaging the enemy vanguard directly. Maneuverability is their expertise, allowing them to choose engagements on their own terms. A low health pool requires discretion as wading in carelessly can see them overwhelmed or outmatched.
{RANGER|The every-man of the genre. A self-sufficient unit able to engage with foes at medium range. Uses a rapid-fire weapon with decent accuracy and has tools to escape or recover from bad situations.
|Soldier: 76, Pale Rider, Punisher
{RUNNER|The fastest-moving unit with skills to further boost travel. The runner picks at foes while evading capture and is good at getting through enemy lines to go straight for a flag, capture point, or other goal.
|The Scout, Sombra, Asshimar
{WASP|The wasp uses maneuverability to duck in and out of close-range combat. They field weapons with high damage but high spread and are focused on eliminating targets quickly before they can retaliate.
|Tracer, Zaku Ranged, Star-Lord
{{BOMBARDIER|The bombardier lays down fire on large areas at a time. Their weapons cause splash damage, allowing them to attack around corners and reach around cover. Damage is even more devastating on direct hit. The knockback from their explosions can also be used on themselves to greatly increase movement options, usually at the cost of some health.
{ROCKETEER|The rocketeer launches slow, single projectiles that travel along a straight path and explode on contact with an enemy or surface. They're the most direct of the bombardiers, engaging in direct combat and trying to split enemy formations.
|The Soldier, Pharah, Kampfer, Iron Man, DOM Trooper
{DEMOLITIONIST|The demolitionist launches arcing projectiles that explode after a delay, or on direct contact with a foe. Their expertise is banking shots around corners, allowing them to attack indirectly to break down well-defended zones where foes and their buildings are clustered together.
|The Demoman, Mahiroo, Squirrel Girl
{TRAPPER|The trapper lays down explosives that are activated remotely or that act autonomously, then lure foes in to hit them with explosive burst damage. The trapper is best for base defense, guarding choke points or goal points.
|Junkrat, Peni Parker
{{DISRUPTOR
|The disruptor runs into groups of enemies and sews chaos with a close-range spray weapon. Left unchecked, they can break apart the opposing team from within its own formation. Even if enemies are not directly dispatched, they make life a living hell for the opposition.
{BURNER|The burner fields a weapon that causes additional damage over time even after they've stopped hittig their foe. Enemies are hard-pressed to take down the burner before they succumb to the damage. In the most tragic cases, a foe will still fall to damage even after defeating a burner.
|Pyro
{FREEZER|The freezer sprays enemies with a weapon that slows down movement, potentially even rooting enemies in place periodically. Escape is difficult and direct combat allows the freezer to continue damaging their foe. Stationary foes become sitting ducks for precision shots even if they are still able to retaliate.
|Mei
{ZAPPER|The zapper's weapon auto-targets enemies in their line of sight for continuous damage. The distance and number of foes they can hit is inversely proportional to their damage per second but ignoring them for any amount of time is a mistake as they continually accrue free hits.
|Winston, Guntank, Scarlet Witch
{{DUELIST|Duelists are close-combat specialists. They dive from foe to foe, seeking to win progressive one-on-one engagements. They have high damage and good movement options tied to abilities but can be caught in awkward situations if their skills are on cooldown.
{FENCER|The fencer sustains themself through melee damage or defeats, refilling and potentially padding their health as they wade from opponent to opponent. They often have skills to toss their enemies around or restrict enemy movement as they shred them apart over time.
|Susanowo, Magik, Wolverine, Doomfist
{MAULER|The mauler picks a target, closes the gap, then brings the hammer down on them all at once. They are the deulist most reliant on their cooldown abilities and are compensated with the potential to end encounters before the enemy even knows how to react.
|Barbatos, Black Panther, Iron Fist, Spirder-Man
{NINJA|desc
|Genji, Psylocke, Exia,
{{TANK
|The Tank's role is to absorb damage and prevent enemies from diving their team. They have a large health pool and are the anchor around which both sides normalize their teamfights.
{HEAVY|desc|Heavy, Heavyarms, Bastion,
{BERSERKER|desc|Zaku Melee, Zarya, Mr. Fantastic, Thor,
{WALL|desc|Reinhardt, Doctor Strange, Emma Frost, Groot, Magneto, Sazabi,
{{BRUISER
|desc
{BULK|desc|D.Va, Hulk, Venom, The Thing,
{HOOK|desc|Roadhog, Marasai, Winter Soldier,
{GUARDIAN|desc|Brigitte, GM, Gundam, Captain America, Hyperion,
{{WARDEN
|desc
{ENGINEER|desc|Engineer, Torbjorn,
{SUMMONER|desc|Symmetra, Namor,
{TAGGER|desc|Nu Gundam, Moon Knight,
{{MEDIC
|desc
{POCKET|desc|Medic, Mercy, Zenyatta, Methuss, Adam Warlock,
{TRIAGE|desc|Lucio, Unicorn, Ultron,
{HEALGUN|desc|Ana, Invisible Woman, Luna Snow, Mantis, Rocket Raccoon, Jeff the Land Shark,
{{SNIPER
|Snipers focus on long-range, precision eliminations. They work best from the backline, removing key foes from the fray or locking down a large area.
{MARKSMAN|desc|Ashe, Turn-A Gundam, Hela, Zeta Gundam
{SHARPSHOOTER|desc|Sniper, Widowmaker, GM Sniper, Dynames, Black Widow,
{HUNTSMAN|desc|Hanzo, Hawkeye,
{{INFILTRATOR
|desc
{DAGGER|desc|Spy,
{GUNSLINGER|desc|McCree,
{VAMPIRE|desc|Reaper,
{{OTHER
|desc
{MIMIC|desc|Echo, Loki,