Wrecking Ball fits a similar niche to D.Va's mech, as a hypermobile Warrior. He lacks natural sustain, and also has somewhat low damage, but makes up for it with high durability, and disruption. He's able to dive the enemy backline and escape again very safely, and while he may not be able to quickly kill a high priority backliner such as Morales or Chromie the same way a high mobility assassin like Genji or Tracer can, he can survive in the enemy backline for a longer period of time, causing disruptions the whole time.
Wrecking Ball has three main build paths that expand on this concept. The first is a higher damage "Fat Genji" build that gives him a bit more single target backline killing power, but damage talents compete against defensive talents. The second is a more sustain heavy build that lets him bully in solo lane, giving him a similar role to Blaze or Yrel. The final build focuses on his main function, granting increased crowd control and durability in order to make his backline disruptions even more effective.
I'm sure you guys don't want Yet Another hypermobile hero, but remember as a low-damage warrior, he isn't as good at killing whoever he wants safely the same way a hypermobile assassin is. He is like a tankier version of D.Va. D.Va lacks crowd control but has incredibly strong area denial through Self-Destruct, with her pilot form bringing a lot of surprise damage and an extra life-line (and let's face it, its her pilot form's lifeline that makes her tough to deal with, not her boosters). Wrecking Ball instead shifts all his strength to his mecha, with more health, mobility, crowd control, and quite a bit more potential damage too... but without the self-destruct or pilot form.
Combat Trait
1
Mecha Crawl
Hammond's movement speed is only 80% of a regular hero's. However, he can move while shooting.
Primary Abilities
1
Piledriver
Hammond becomes unstoppable for 0.75 seconds, channeling in place, before slamming into the ground. Nearby enemies take 155 + 4% damage, and are knocked up, stunning them for 0.25 seconds. Hammond mounts up afterwards, with no acceleration.
Damage radius is 1.8 units.
If cast during Grappling Hook, Hammond cancels it, and dashes up to 3.5 units towards the cursor during the channel, including over terrain.
CD: 12 seconds
2
Grappling Claw
Hammond shoots a grappling claw up to 4.5 units forward. Projectile speed: 13 units per second (0.35 seconds to reach max distance)
Pivot:
If this hits terrain, Hammond pivots around the area at 16.66 units per second, traveling either clockwise or counterclockwise depending on current facing angle. Hammond pivots up to 180 degrees, until he hits terrain, or until he moves with right click.
Swing:
If it does not hit terrain, Hammond charges 10 units towards the targeted location instead at the same speed, but is immobile for 0.5 seconds afterwards as he hangs in the air.
Enemies hit while casting Grappling claw take 85+4% damage and are knocked aside. Hammond mounts up after casting, with no acceleration.
CD: 10 Seconds (starts after ability ends)
Quoted:
Technical notes and analysis:
Hammond can move while the grappling claw is moving, but he will instantly snap to his casting location when the dash begins.
Grappling Claw Swing has a 0.35 second cast time, then takes 0.6 seconds to travel 10 units, and then has a 0.5 second air time. Thus, the total time from casting to landing is 1.45 seconds. It'd take him 1.8 seconds to travel the same distance at maximum mounted speed.
If Hammond casts Grappling Claw Pivot at terrain 4.5 units away, and is uninterrupted for the full 180 degrees, he'd move a total of 14 units over 0.844 seconds, plus the casting time of 0.35 seconds for a total of ~1.12 seconds, but would ultimately end up 9 units away from his starting location. It'd take him 1.57 seconds to travel 9 units at maximum mounted speed.
Genji's Swift Strike, in comparison, has a range of 12 units, and a nigh-instant cast time. While it's clear that Grappling Claw is a less mobile ability than Swift Strike, and a higher skill-cap to use due to the arcing pivots, it has a slightly lower cooldown, disrupts foes, and is not his only mobility option.
3
Adaptive Shielding
Hammond releases a wave of energy in all directions. He gains a 85+4% point shield, increased by 85% per enemy hero hit, to a maximum of 531+4%. The shield lasts 7 seconds.
CD: 18 seconds
Heroic Abilities
1
Minefield
Hammond fires 15 mines around him, covering an area with a total radius of 5 units. Mines activate after 1.25 seconds. Each mine chases and detonates on nearby heroes within 1 unit, slowing them by 10% for 3 seconds, stacking up to 4 times. Each mine does 65+4% damage.
Mines expire after 10 seconds, and cannot be destroyed.
CD: 60 seconds
Quoted:
Mines travel at 2 units per second, or just a bit less than half a hero's speed. A mine that has locked onto a hero will not change targets until that hero leaves range, and will not explode if a hero that isn't locked into it runs into it.
2
Pinball Wizard
Hammond channels for 1.5 seconds, before becoming unstoppable and dashing extremely fast 8 units forward. The casting direction follows the during the initial channel. If he hits terrain, he bounces off. If he hits an enemy hero, he deals 115+4% damage, knocks them back 2 units, and rebounds towards the nearest enemy hero within 4 units. If he hits that hero, he rebounds again, and continues until there are no heroes in range he's hit yet.
Hammond mounts up after using this ability, instantly accelerated to maximum movement speed.
CD: 120 seconds
Special Mount
1
Roll Out
While mounted, Hammond moves at 20% the normal speed of a hero, but quickly accelerates to 130% base hero speed over 0.5 seconds while moving, and decelerating at the same rate when he approaches his destination. In addition to the acceleration and deceleration, Hammond loses his instantaneous turn rate, instead turning at 900 degrees per second (0.4 seconds for 360 degrees). Taking damage or using abilities does not cancel his mount, but attacking does. Casting is instantaneous.
CD: 5 seconds
Note: Talents that increase Hammond's maximum mounted speed do not increase the rate he accelerates at. The instantaneous casting is so that Hammond doesn't feel punished for using his basic attacks.
Talents
Level 1
Magnetic Armor: When travelling at a speed of 5.5 or more, you gain 32+4% points of permanent shielding per second, up to 224+4% points. In addition, you gain bonus health regen equal to 5% of this shield's current value.
Unstoppable Force: When travelling at a speed of 5.5 or more, you gain 5 armor
- Quest: Collect Regen Globes
- Reward: Each Regen Globe increases the armor bonus from Ball is Life by 1, to a maximum total of 20.
Death from Above: While you are in the air, you fire 4 missiles per second at enemies, with 3 range (prioritizing heroes). The missiles deal damage equal to your basic attack damage. (Being in the air includes during Grappling Hook Swing, and while channeling Piledriver)
Quest: Hit enemy heroes with Death From Above
Reward: Every hero hit permanently increases the damage by 0.25% of your attack damage, up to 50%.
Quoted:
DfA notes: Assuming a hero is always in range, you will fire 4 missiles when using Grappling Hook Swing, and 3 missiles when using Piledriver. At level 1, missiles will add 78 bonus single-target damage to Piledriver. At level 20, with a completed quest, this single-target damage would increase to 246. At this point, Piledriver deals more than double damage to a single foe, but completing the quest take a while!
Level 4
Hit And Run: Grappling Claw accelerates you to maximum mounted speed after casting. You are no longer immobile during Grappling Claw Swing's air-time.
- Quest: Hit multiple heroes when casting Grappling Claw. Each hero hit beyond the first adds one stack of quest progress.
- Reward: When you reach 20 quest progress, hitting enemies with Grappling Claw now grants 10% increased maximum mount speed for 3 seconds, stacking up to 4 times.
Rock And Roll: After Piledriver finishes casting, you accelerate to maximum mounted speed, and remain unstoppable for 1 second.
Scamper: Activate to dash 2 units. If you are mounted, this ability dismounts you. CD of 30 seconds. Dealing physical damage reduces the cooldown of Scamper by 1 second. You can attack while scampering.
Level 7
Adaptive Weaponry: Hitting enemies with Ablative Shield marks them as long as your shield remains. Dealing damage to a marked enemy causes them to take 120+4% damage. Dealing damage to a marked enemy hero heals you for 125% the bonus damage dealt.
Rebound: Activate while using Grappling Claw to reverse direction when you would normally end the ability. You may use this once per grappling claw cast.
Ham Fist: Activate to make your next basic attack against a hero deal 200+4% bonus spell damage and stun them for 0.75 seconds. CD of 45 seconds. Dealing damage with basic abilities to heroes reduces the cooldown of Ham Fist by 5 seconds.
Level 10
Minefield
Pinball Wizard
Level 13
Energize: While Adaptive Shielding is active, your attack speed and unmounted movement speed is increased by 20%.
Pulverize: Enemies hit in the inner 75% of Piledriver's radius take double damage and are stunned for 0.75 seconds
Grapple Charge: Activate to cast Grappling Claw. However, this grappling claw can also collide with enemy units. If you hit an enemy hero, you instantly charge into the hero, dealing 220+4% damage and knocking them back 2 units. CD of 20 seconds, can't be used if Grappling Claw is on cooldown.
Level 16
Taser Field: Using Adaptive Shielding slows all enemy heroes hit by up to 70%, decaying over 2 seconds. Initial slow decreases the further away they are.
Grand Slam: Using Piledriver while using Grappling Claw decreases the cooldown of Grappling Claw by 2 seconds per enemy hero hit.
Thunderball: While Adaptive Shielding is active, Piledriver has 60% increased radius. In addition, each enemy hero hit boosts your shield as if you hit them with Adaptive Shielding. Hitting at least one enemy hero also refreshes the duration.
Quoted:
Note that this synergizes with Adaptive Weaponry at 7, and Pulverize at 13.
Level 20
Mine Slayer: Minefield mines now deal bonus damage to a hero equal to 10% of their max health. A hero can take bonus damage in this way a maximum of once per mine field. In addition, mine chase radius is increased by 1 unit and they prioritize chasing heroes who haven't been hit yet.
Mean Pinball: Pinball Wizard now stuns enemy heroes for 0.5 seconds, and heals Wrecking Ball for 25% of his missing health with each hit.
Hamageddon: Piledriver creates a cloud of debris in a 3 unit radius around you that last 3 seconds. Enemies in the cloud of debris are blinded.
Pilot Form: On death, Hammond ejects from his mecha and is launched into the furthest bush within 12 units over 3 seconds. Hammond dies in 2 autoattacks, and can't do anything but scurry for dear life. However, while alive his death timer ticks down twice as fast, and if he survives the full time, he will respawn at his current location. Both Hammond and his Mech are now worth 0.5 hero XP.
HeroesFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite HotS hero’s build and strategy.
Quick Comment
You need to log in before commenting.
[-] Collapse All Comments