Uploaded February 2025 | Updated September 2026, 3 days ago
### Rendering Recall ###
Can pull as soon as Gracie lands
Automatic recall after 3 seconds
* instant recall: 30 wound over 3 seconds = 67.5 heals over 3 seconds
* 1 second recall: 40 wound over 4 seconds = 90 heals over 4 seconds
* 2 second recall: 50 wound over 5 seconds = 112.5 heals over 5 seconds
* 3 second recall: 60 wound over 6 seconds = 135 heals over 6 seconds
### Battle Shout ###
Reload Time = 1.5s
Default Ammo = 8
Auto Reload Ammo = 16
Fire Rate = 1.33s = 0.75s gap between shots
Battle Shout Reload Time = 1s
5s / 0.75 = 6.7, Round Down To 6 Shots
Note: Reload speed is determined AT START OF RELOAD
(ie Start reload before shout finishes)
### Deep Wounds ###
Scattergun fire rate = 1.33 shots/s = 0.75s wait between shots
Assuming you hold primary fire as a 3 second wound starts (Regular Gracie, Carnage)
3.00 + 0.25 = 3.25 // Shot 1
3.25 - 0.75 = 2.50
2.50 + 0.25 = 2.75 // Shot 2
2.75 - 0.75 = 2.00
2.00 + 0.25 = 2.25 // Shot 3
2.25 - 0.75 = 1.50
1.50 + 0.25 = 1.75 // Shot 4
1.75 - 0.75 = 1.00
1.00 + 0.25 = 1.25 // Shot 5
1.25 - 0.75 = 0.50
0.50 + 0.25 = 0.75 // Shot 6
0.75 - 0.75 = 0
Wound Time Increased By 1.5 Seconds
------------------------------------------------------------
Assuming you hold primary fire as a 4.5 second wound starts (Rampage)
4.50 + 0.25 = 4.75 // Shot 1
4.75 - 0.75 = 4.00
4.00 + 0.25 = 4.25 // Shot 2
4.25 - 0.75 = 3.50
3.50 + 0.25 = 3.75 // Shot 3
3.75 - 0.75 = 3.00
3.00 + 0.25 = 3.25 // Shot 4
3.25 - 0.75 = 2.50
2.50 + 0.25 = 2.75 // Shot 5
2.75 - 0.75 = 2.00
2.00 + 0.25 = 2.25 // Shot 6
2.25 - 0.75 = 1.50
1.50 + 0.25 = 1.75 // Shot 7
1.75 - 0.75 = 1.00
1.00 + 0.25 = 1.25 // Shot 8
// Reload Time = 1.5s; Requires Battle Shout
1.25 - 0.75 = 0.50
0.50 + 0.25 = 0.75 // Shot 9
0.75 - 0.75 = 0
Wound Time Increased By 2 Seconds, 2.25 With Battle Shout
------------------------------------------------------------
Assuming you hold primary fire as 6 second wound starts (Rendering Recall)
6.00 + 0.25 = 6.25 // Shot 1
6.25 - 0.75 = 5.50
5.50 + 0.25 = 5.75 // Shot 2
5.75 - 0.75 = 5.00
5.00 + 0.25 = 5.25 // Shot 3
5.25 - 0.75 = 4.50
4.50 + 0.25 = 4.75 // Shot 4
4.75 - 0.75 = 4.00
4.00 + 0.25 = 4.25 // Shot 5
4.25 - 0.75 = 3.50
3.50 + 0.25 = 3.75 // Shot 6
3.75 - 0.75 = 3.00
3.00 + 0.25 = 3.25 // Shot 7
3.25 - 0.75 = 2.50
2.50 + 0.25 = 2.75 // Shot 8
2.75 - 1.50 = 1.25 // Forced Reload; No Battle Shout
1.25 + 0.25 = 1.50 // Shot 9
1.50 - 0.75 = 0.75
0.75 + 0.25 = 1.00
1.00 - 0.75 = 0.25 // Shot 10
0.25 + 0.25 = 0.50
0.50 - 0.75 = -0.25
Wound Time Increased By 2.5 Seconds
### Savage Satiation ###
Carnage impact = 105 damage = 105 healing
Carnage wound = 40 wound over 3 seconds = 90 health over 3 seconds
Hit 1 person = 105 + 90 over 3 seconds = 195 & 6 second cooldown
Hit 2 people = 210 + 180 over 3 seconds = 390 & 4 second cooldown
Hit 3 people = 315 + 270 over 3 seconds = 585 & 2 second cooldown
Hit 4 people = 420 + 360 over 3 seconds = 780 & 0 second cooldown
Hit 5 people = 525 + 450 over 3 seconds = 975 & 0 second cooldown
#############################
### rendering recall vs battle shout ###
#############################
rendering recall: poke
battle shout: rush/brawl
when to get rendering recall over battle shout:
1) when you want to chip through armor
2) whenever the enemy team has a lot of "quick escapes" that aren't cleansing
3) maps with high ground, playing defend
when to get battle shout over rendering recall:
1) whenever the enemy team has a lot of cleansing
2) whenever the enemy team has heroes you can rush down
3) whenever you have teammates that can take advantage of reload
###############################
### deep wounds vs savage satiation ###
###############################
deep wounds: poke
savage satiation: rush/brawl
when to get deep wounds over savage satiation:
1) when you want to chip through armor
2) when you can coordinate target prioritization
* partner zenyatta orb of discord
* partner ana anti-grenade
* partner junkrat trap
3) maps with high ground, playing defend
when to get savage satiation over deep wounds:
1) fighting a brawl tank
2) when the enemy has cleanse, as impact damage doesn't care
3) on maps with easily abusable chokes to swing the corner
### Rendering Recall ###
Can pull as soon as Gracie lands
Automatic recall after 3 seconds
* instant recall: 30 wound over 3 seconds = 67.5 heals over 3 seconds
* 1 second recall: 40 wound over 4 seconds = 90 heals over 4 seconds
* 2 second recall: 50 wound over 5 seconds = 112.5 heals over 5 seconds
* 3 second recall: 60 wound over 6 seconds = 135 heals over 6 seconds
### Battle Shout ###
Reload Time = 1.5s
Default Ammo = 8
Auto Reload Ammo = 16
Fire Rate = 1.33s = 0.75s gap between shots
Battle Shout Reload Time = 1s
5s / 0.75 = 6.7, Round Down To 6 Shots
Note: Reload speed is determined AT START OF RELOAD
(ie Start reload before shout finishes)
### Deep Wounds ###
Scattergun fire rate = 1.33 shots/s = 0.75s wait between shots
Assuming you hold primary fire as a 3 second wound starts (Regular Gracie, Carnage)
3.00 + 0.25 = 3.25 // Shot 1
3.25 - 0.75 = 2.50
2.50 + 0.25 = 2.75 // Shot 2
2.75 - 0.75 = 2.00
2.00 + 0.25 = 2.25 // Shot 3
2.25 - 0.75 = 1.50
1.50 + 0.25 = 1.75 // Shot 4
1.75 - 0.75 = 1.00
1.00 + 0.25 = 1.25 // Shot 5
1.25 - 0.75 = 0.50
0.50 + 0.25 = 0.75 // Shot 6
0.75 - 0.75 = 0
Wound Time Increased By 1.5 Seconds
------------------------------------------------------------
Assuming you hold primary fire as a 4.5 second wound starts (Rampage)
4.50 + 0.25 = 4.75 // Shot 1
4.75 - 0.75 = 4.00
4.00 + 0.25 = 4.25 // Shot 2
4.25 - 0.75 = 3.50
3.50 + 0.25 = 3.75 // Shot 3
3.75 - 0.75 = 3.00
3.00 + 0.25 = 3.25 // Shot 4
3.25 - 0.75 = 2.50
2.50 + 0.25 = 2.75 // Shot 5
2.75 - 0.75 = 2.00
2.00 + 0.25 = 2.25 // Shot 6
2.25 - 0.75 = 1.50
1.50 + 0.25 = 1.75 // Shot 7
1.75 - 0.75 = 1.00
1.00 + 0.25 = 1.25 // Shot 8
// Reload Time = 1.5s; Requires Battle Shout
1.25 - 0.75 = 0.50
0.50 + 0.25 = 0.75 // Shot 9
0.75 - 0.75 = 0
Wound Time Increased By 2 Seconds, 2.25 With Battle Shout
------------------------------------------------------------
Assuming you hold primary fire as 6 second wound starts (Rendering Recall)
6.00 + 0.25 = 6.25 // Shot 1
6.25 - 0.75 = 5.50
5.50 + 0.25 = 5.75 // Shot 2
5.75 - 0.75 = 5.00
5.00 + 0.25 = 5.25 // Shot 3
5.25 - 0.75 = 4.50
4.50 + 0.25 = 4.75 // Shot 4
4.75 - 0.75 = 4.00
4.00 + 0.25 = 4.25 // Shot 5
4.25 - 0.75 = 3.50
3.50 + 0.25 = 3.75 // Shot 6
3.75 - 0.75 = 3.00
3.00 + 0.25 = 3.25 // Shot 7
3.25 - 0.75 = 2.50
2.50 + 0.25 = 2.75 // Shot 8
2.75 - 1.50 = 1.25 // Forced Reload; No Battle Shout
1.25 + 0.25 = 1.50 // Shot 9
1.50 - 0.75 = 0.75
0.75 + 0.25 = 1.00
1.00 - 0.75 = 0.25 // Shot 10
0.25 + 0.25 = 0.50
0.50 - 0.75 = -0.25
Wound Time Increased By 2.5 Seconds
### Savage Satiation ###
Carnage impact = 105 damage = 105 healing
Carnage wound = 40 wound over 3 seconds = 90 health over 3 seconds
Hit 1 person = 105 + 90 over 3 seconds = 195 & 6 second cooldown
Hit 2 people = 210 + 180 over 3 seconds = 390 & 4 second cooldown
Hit 3 people = 315 + 270 over 3 seconds = 585 & 2 second cooldown
Hit 4 people = 420 + 360 over 3 seconds = 780 & 0 second cooldown
Hit 5 people = 525 + 450 over 3 seconds = 975 & 0 second cooldown
#############################
### rendering recall vs battle shout ###
#############################
rendering recall: poke
battle shout: rush/brawl
when to get rendering recall over battle shout:
1) when you want to chip through armor
2) whenever the enemy team has a lot of "quick escapes" that aren't cleansing
3) maps with high ground, playing defend
when to get battle shout over rendering recall:
1) whenever the enemy team has a lot of cleansing
2) whenever the enemy team has heroes you can rush down
3) whenever you have teammates that can take advantage of reload
###############################
### deep wounds vs savage satiation ###
###############################
deep wounds: poke
savage satiation: rush/brawl
when to get deep wounds over savage satiation:
1) when you want to chip through armor
2) when you can coordinate target prioritization
* partner zenyatta orb of discord
* partner ana anti-grenade
* partner junkrat trap
3) maps with high ground, playing defend
when to get savage satiation over deep wounds:
1) fighting a brawl tank
2) when the enemy has cleanse, as impact damage doesn't care
3) on maps with easily abusable chokes to swing the corner










