Wrecking Ball by Vitali

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Wrecking Ball

By: Vitali
Last Updated: Nov 17, 2021
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Wrecking Ball

Genius Hamster

Hammond, the Genius Hamster who pilots the Mech "Wrecking Ball", was one of the many animals that were genetically engineered for extended habitation on environments such as the moon. These experiments have the unexpected side effects of enhancing the physical growth and intelligence of many of the test subjects, including Specimen 8 himself, Hammond. Witty and conniving, Hammond demonstrates exceptional problem-solving skills and adaptability, with him eventually becoming quite adept at mechanical tinkering. This came in handy when most of the test subjects in the facility revolted against the scientists. Hitching a ride on a fellow specimen's escape rocket with a modified fuel pod equipped with a claw and tether, Hammond managed to get to Earth and crash-landed on the Australian Wasteland near Junkertown. Needing to survive, Hammond quickly repurposed his escape pod into the core of what is now his mech, the Wrecking Ball which he uses to win prize money in the Junkertown's gladiatorial combat rings. Eventually, he was able to fully upgrade his mech enough to survive the Australian Outback and travel around the world!

Now the Nexus has brought Hammond and his trusty mech Wrecking Ball swinging into its chaotic expanse. So respect the small mammalian or he will just wreck your day.

Wrecking Ball is a highly mobile Bruiser that can grapple onto Terrains and swing around to flank and disrupt his opponents.

Vitals
Health: 1890
Resource: 500 Mana
Attack Damage: 25
Attack Speed: 4.00
Attack Range: 4.0

Combat Trait

1
Wrecking Momentum
After 4 seconds of not Basic Attacking, gain 1 Momentum every 1.25 seconds, stacking up to 5 times. Each point of Momentum increases Wrecking Ball's Movement Speed by 5%. Basic Attacking reduces Momentum by 1 every 0.75 seconds. Activate this key while Spinning on Grappling Claw to stop spinning and pull Wrecking Ball to his anchor point.

A Passive Trait that works similar to Falstad's. After 4 seconds of not Basic Attacking (reminder that Wrecking Ball CANNOT attack while moving), Gain 1 Momentum every few seconds and each Momentum increases Wrecking Ball's movement speed. Gaining Momentum puts Wrecking Ball in his rolling animation (not to be confused with the Rolling Mode which wil gain additional visual effects).

Primary Abilities

1
Q - Grappling Claw
Cooldown: 14 seconds
Mana: 50
Activate to launch a grappling claw that hits the first impassable Terrain and pulls him towards it, dealing 54 damage to enemies in his path and 72 damage to enemies near the impact.
If under the effect of Rolling Mode, Wrecking Ball will Spin around his anchor point indefinitely. The direction of the Spin will be determined by the direction of his Rolling Mode.
While Spinning, gain Unstoppable and enemies hit receive 145 damage and are Knocked Away, Stunning them for 0.75 seconds. Enemies can only be Knocked Away once per cast of Grappling Claw. If Wrecking Ball hits a Terrain while Spinning, he will Spin in the opposite direction. Press the Trait key to stop spinning and pull Wrecking Ball towards the anchor point.
Stores up to 2 charges and can be cast while Spinning or when in Rolling Mode.

Range is around 7.5, the width is the same as Qhira's Hook, and the speed of the projectile is the same as Sonya's Q. This is just a mobility spell in its most basic form. However, if he's under the effect of Rolling Mode (his W), he can access this ability's Spinning component.
This ability can only hit TRUE Terrains, not hero-summoned ones (except Hogger's because his is True Terrain)
While Spinning, the distance from the Anchor Point on the Terrain and Wrecking Ball himself will be the same as when he casts it (e.g. if he casts and hits it at 4.5 range then he will spin at that radius). The damaging and Knockback component is done by Wrecking Ball's model itself. While in this form his hit radius is similar to Hogger in his Hogg Wild. The first direction of the spin is dependent on the direction of the Rolling Mode (e.g. if Rolling Mode is traveling Horizontally and grapples downward, he will spin downward).
The Stun is part of the Knockback, meaning those who aren't knocked back will not be Stunned. Enemies can only be Knocked back once per cast of Grappling Claw.
While Spinning he can only cast his Heroics, his Q, or his D. Casting Heroics will stop the Spin and pressing D will pull Wrecking Ball to his anchor point which stops the spin (Basically similar to the effect when he casts it without Rolling Mode).
The Cooldown starts when Grappling Claw is first cast.
When exiting the Spin using D or his Heroics, lose the Rolling Mode effect. If ended using another cast of Q, can still spin on the new anchor point.
If cast without Momentum (so no Spinning) he will be pulled towards the anchor point, dealing damage along the way and also in the impact area. This is the same if he activates his Trait Key to pull himself towards the anchor point.
2
W - Roll Out!
Cooldown: 10 seconds
Mana: 70
Activate while at 3 or more Momentum to consume all stacks of Momentum and enter Rolling Mode in a targeted direction for an indefinite duration. While in Rolling Mode, Wrecking Ball gains 15% additional Movement Speed, deals 105 damage to enemies in his path, and Slows them by 20% for 1.25 seconds. If Wrecking Ball hits an impassable Terrain, explode to 200 damage to nearby enemies and exit Rolling Mode. While in this mode, become unable to change direction. Recast this ability to end this mode early.

A Movement Speed Modifier Ability that can only be cast when Wrecking Ball has at least 3 stacks of Momentum. This ability is similar to Aurelion Sol's Comet of Legend in League of Legends where he activates this ability after a certain passive Move Speed threshold to gain a significant amount of Move Speed at the cost of total non-maneuverability. While in Rolling Mode, Wrecking Ball is unable to issue Move Commands and the only way to stop Rolling Mode prematurely is to recast it.
Cooldown starts when Wrecking Ball either hits a TRUE Terrain or is canceled.
3
E - Adaptive Shield
Cooldown: 10 seconds
Mana: 40
Activate to gain a 250 point Shield for 4 seconds. This amount is increased by 10% for every enemy Hero nearby when activated. Upon expiring or destroyed, heal for 155 Health over 4 seconds. Increased by 5% per enemy Hero nearby.

The radius of the Shield detection is around 5.0 range. The heal component will detect nearby heroes separately from the Shielding component (so this ability will detect nearby enemy heroes twice; once for additional amount of Shield and once more for additional amount of Heal)

Heroic Abilities

1
R1 - Minefield
Cooldown: 45 seconds
Mana: 80
Activate to deploy 2 Mines around Wrecking Ball every second for 4 seconds. Mines last for 8 seconds and each mine will explode after 0.5 seconds upon contact with enemies to deal 105 damage. Enemies hit by these explosions are Slowed by 50% for 1 second and have their Armor reduced by 5 for 2 seconds, stacking up to 20. Can be cast while Spinning with Grappling Claw

The mines will be deployed in front of Wrecking Ball first before distributing around him Clockwise. The Mines are not targetable and cannot be damaged. If cast while Spinning, Mines are deployed behind him as he swings. The Mines' explosion radius is around 1.5.
2
R2 - Piledriver
Cooldown: 40 seconds
Mana: 60
After 0.5 seconds, jump into the air and land in an area after 1 second, dealing 185 damage and Knocking enemies away which Stuns them for 0.5 seconds. Can be cast while Spinning with Grappling Claw.

Impact area's radius is 4.0 and the range radius is 7.0. You must target where you will land first before jumping into the air. If interrupted before the jump, put this on a 10 second CD. Enemies will be knocked away similar to Li Ming's Wave of Force. If cast while spinning on his Q, cancels his Q and jumps into the air (because he's unstoppable while spinning, he cannot be interrupted)

Special Mount

1
Z - Hamster Ball Mech
Cooldown: 50 seconds
Wrecking Ball cannot use a regular mount. Instead, he gains Momentum when he is not Basic Attacking which increases his Movement Speed. Activate this ability to instantly gain maximum Momentum for 5 seconds. During this time, Basic Attacks will not lose Momentum.

Instead of a mount, Wrecking Ball gains Momentum. This ability grants maximum Momentum instantly and while this is under effect, Momentum will not be lost while Basic Attacking, complimenting Wrecking Ball's mobility

TALENTS

Level 1

Q - Scrapyard Tether
Wrecking Ball's Tether line to his anchor point deal 120 damage and Slows enemies by 25% for 1 second. Increase the damage of Wrecking Ball when he's pulled by 125% and his hit radius while being pulled by 20%.

W/Trait - On a Roll
Increase the bonus Movement Speed per stack of Momentum to 6% and decrease the Cooldown needed to gain Momentum to 2 seconds. Momentum is no longer consumed when entering Rolling Mode.

E - Survival of the Cutest
Increase the bonus Shield gained from nearby Hero to 12.5% per enemy hero.
?Quest: Gather 30 Regeneration Globes
?Reward: Each Regeneration Globe gathered increases Adaptive Shield's Shield amount by 5
?Reward: After gathering 30 Regeneration Globe, Wrecking Ball gains 25% increased Healing from all sources.

Level 4

Q - Ball of Steel
Increase the collision damage while Spinning by 25% every 1 second, up to 100% increased damage.

W - Pinball Machine
Enemies hit by Wrecking Ball in Rolling Mode are Knocked Away to the side, Stunning them for 1 second.

E - Rodent Mechanic
If at least 3 enemy Heroes are nearby when the Heal activates, Heal for an additional 45 Health per second for 4 seconds. Basic Attacks extend this duration by 0.25 seconds.

Level 7

W - Bulldozer
Enemy Minions in the path of Wrecking Ball when Rolling Mode is active are instantly killed, but Rolling Mode deals 25% less damage.

AA - Salvager
Basic Attack have a 80% chance of bouncing to nearby enemies. dealing 60% damage.
Passive: Heals for 25% of the damage dealt by Basic Attacks.

Active - Stone Scaler
Cooldown: 25 seconds
Activate to jump over a Terrain. Store up to 2 charges and can be cast while in Rolling Mode.

Level 13

Trait/AA - Quad Canons
Each stack of Momentum grants 10% increased Attack Damage. While at maximum Momentum, Gain 25% increased Attack Speed.

Trait/E - Fortified Sphere
Each stack of Momentum grants 6 Armor for its duration and for 3 seconds after losing Momentum. Increase Adaptive Shield's duration by 2 seconds and grants 50 Spell Armor.

Q - Full Speed
Increase Grappling Claw's Spinning speed by 20% every 1 second, up to 200% faster. Casting another Grappling Claw or impacting a Terrain while Spinning removes 10% bonus Spinning Speed.

Level 16

Q/Trait - Rollin Rollin Rollin!
Increase the maximum charge of Grappling Claw by 1 and its Range by 20%. Additionally, Wrecking Ball's Basic Abilities recharge 10% faster for each point of Momentum.

Q/W - Wall Slammer
Pulling Wrecking Ball into his anchor point while Spinning will create a wave that travels through out the Terrain for 2.5 seconds, dealing 245 damage and Stunning enemies hit for 0.5 seconds. The impact of Rolling Mode on a Terrain also creates this wave.

AA/Z - Dirty Fighting
Reduce the Cooldown of Hamster Ball Mech by 15 seconds and increase its maximum Momentum duration by 2 seconds. While under the effect of Hamster Ball Mech, Wrecking Ball can attack while moving.

Level 20

R1 - No Man's Land
Mines now explode a second time after 1.5 seconds. Increase the maximum Armor reduction to 40 and the Slow amount to 70%.

R2 - Pulverizer
Increase Piledriver's impact area by 20%. The impact grants Unstoppable for 1 second to allied Heroes hit and demolishes impassable Terrains within it.

Q - Came In Like A Wrecking Ball
Every 3 seconds, Wrecking Ball is able to Knock Back enemies who are already previously Knocked Back by the same cast of Grappling Claw's Spin.

Q - Swing Like A Chandelier
While Spinning, Wrecking Ball strafes, shooting nearby enemies every 0.5 seconds, dealing 52 damage. If enemies are hit 6 times by these shots, they take 85 additional damage.

Passive - Hamster, Away!
Cooldown: 180 seconds
Upon death, Wrecking Ball's Mech enters Stasis for 10 seconds and Hammond is ejected. Hammond has 10% of Wrecking Ball's maximum Health and gains 25% Movement Speed for the first 1.25 seconds. Hammond can return to his mech to Repair it, channeling for 2 seconds. If successful, reenters the Mech and revive Wrecking Ball. If Hammond dies, grant an additional 10% Hero Takedown and Experience. While channeling, the duration of the Mech's wreckage duration is paused.

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