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Effectiveness extends to area abilities and splash damage from projectiles. Damage is generally blocked when facing the center of the AoE.
Damage from Ability-hanzo4 Dragonstrike and Ability-torbjorn5 Molten Core is blocked regardless of facing direction.
Does not reduce damage from Sombra's Ability Sombra EMP EMP or Sigma's Abilities-sigma5 Gravitic Flux (incl. both lift and slam).
Spike Guard mitigates delayed or triggered detonation damage from sticky projectiles and debuffs, regardless of the direction Hazard is facing.
Following abilities are affected: A-36 Icon A-36 Tactical Grenade, STICKY BOMBS Sticky Bombs, Ability-tracer4 Pulse Bomb and Captive sun icon Captive Sun.
Does not affect damage over time effects from abilities.
Damage is blocked if the horizontal angle between the direction Hazard is facing and the direction from the impact location to its source is less than 90 degrees.
Targets heroes and all objects, excluding barriers.
Enemies can be targeted through barriers, but barriers still will block projectiles trying to pass through them.
Ammo only regenerates while dealing damage to an enemy, including objects.
Piercing and Area of Effect keywords are misleading. Only the targeting has an "area of effect", and the produced projectiles do not pierce heroes, but can be blocked by other heroes on their way to the intended target.
Damage per second: 70
Resource meter recharges over 4.29 seconds.
Has a 0.75 second regen delay.
Can fire up to 18 shots per target over the full duration.
Spike Guard is a channeled ability; Hazard cannot use other abilities or fire while it is active and it is interrupted if he is stunned, knocked down or hacked.
The impact damage from the instance that applied an effect that interrupted Spike Guard will still be blocked.
Activating any other ability deactivates Spike Guard. If secondary fire is held, Spike Guard starts again when the previous ability finishes.