Wrecking Ball (Hammond) by jiggywatt

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Wrecking Ball (Hammond)

By: jiggywatt
Last Updated: Mar 11, 2020
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Wrecking Ball (Hammond)

Roll. Pounce. Adapt.

"*Squeak* *Squeak* [Roadkill. Ha. Ha.]"

A genetically engineered test subject from Horizon Lunar Colony, the resourceful, precocious, conniving hamster Hammond escaped to Earth through his ingenuity, building up a lucrative career in Junkertown's mech battle arena, and now roams across the lands in search of adventure.

What he lacks in strength, Hammond makes up in mobility and disruption with the help of his trusty battle mech, Wrecking Ball, which, through its rolling ability and grappling claw, maneuvers across environments to quickly get the drop on his opponents (both figuratively and literally!)

Thoughtful positioning, familiarity with battlegrounds' terrains, and well-timed aggression into clusters of enemies are all keys to success with Hammond's kit. He excels against groups of enemies who lack crowd control to prevent his combos which rely on movement speed and momentum.

Health:2100|Regen: 5
Mana: N/A|Mana Regen: N/A
Attack: 50|DPS: 220|Attack Range: 4
Movement Speed:
Quadrupedal Form:3|Ball Form (Base):4.5|Ball Form (Top):5|Ball Form (Tethered-top):7.5

Strengths:
Mobility, Area Denial, Mass Disruption, Ganks, Initiations, Harassment
Weaknesses:
Hard Crowd Control, Too open or too confined environments, Requires distance to gain momentum, Telegraphed ability (Piledriver), Weak wave clear

Synergies:

Counters:


Recommended Battlegrounds:

Combat Trait

1
Roll (D)
Cooldown: 3 sec (upon switching)

Toggles Hammond between Quadrupedal and Ball form. In Ball Form:
+50% (4.5) base movement speed, +5%/sec acceleration, +66% (5) top movement speed.
At +100% (6) movement speed or higher, Enemies take at least 50 damage and small knockback.
(Damage and knockback range are proportional to the movement speed!)

Cannot attack in Ball form. Reverts to Quadrupedal from stuns, silences, taunts, or upon attacking.


(!)QUEST: Knock back 20 enemy heroes (!)REWARD: Increase Ball acceleration by +2.5%/sec
(!)QUEST: Knock back 40 enemy heroes (!)REWARD: Decrease Roll cooldown by 1 second

Primary Abilities

1
Grappling Claw (Q)
Cooldown: 10 sec

Launches a tethered claw with a range of 6 and duration of 3 sec that latches onto the first terrain/building it touches. Automatically toggles to Ball Form. Rapidly accelerate by maintaining consistent movement up to a max speed of +150% (7.5).
Knocking enemies back with Roll reduces Grappling Claw cooldown by 1 second.

Activate again to detach the tether.
2
Adaptive Shield (W)
Cooldown: 12 sec

Temporarily grants Hammond 250 shield, +50 per enemy in a 8-unit radius zone, up to 500 which lasts for 5 seconds.
3
PileDriver (E)
Cooldown: 16 sec

(Only accessible when Hammond's speed is over +100% (6))
After a .5 sec delay in the air, will pound the ground, causing a shockwave with 3-unit inner radius that causes 300 spell damage and a 6-unit outer radius which does 75 damage. Inner radius also applies a .15 sec micro-stun and a 40% slow which fades over 2 seconds.

Heroic Abilities

1
Minefield
Cooldown: 50 sec

Deploys 15 proximity mines in Hammond's vicinity which last for 20 seconds. Each mine has 120 hp and causes 80 damage in a small splash radius.
2
Kinetic Bounce
Cooldown: 40 sec

After a brief delay, launches Hammond into the air towards a target location within 4 units for .75 seconds, making him Unstoppable (usable while tethered but ignores target location). Empowers a mid-air Piledriver (E) at any speed with +50% damage and +1 sec stun to inner radius targets.

Talents


Level 1



*SQUEAK* (Passive): Upon activating Quadrupedal form, angrily squeaks while pointing at direction of closest player on the map, be it ally or enemy. The closer the player, the angrier the squeak.

Top Speed (D): Increases Ball top speed by +10%

Small Mammal is Impatient (Passive) : Quadrupedal movement speed increased by +60% (4.8) but increases both Roll and Grappling Claw cooldown by +1 sec

Level 4



I Can Has Shields? (W): 30% of the remaining shield will be permanently gained (resets upon next W)

Area Denied (E): Piledriver does +125% bonus damage to minions and mercs as well as bonus +10% AA damage to any targets affected by its slow.

Stomped (E): If Piledriver hits only 1 target, Hammond's AA increased by +50% and movement speed by +10% for 4 seconds.

Level 7



Rolled (Q): Base Damage of Roll's collisions increased by 10%

Perfect Synchronization (W): If Hammond activates W on 3 or more enemies, W cooldown reduced by 3 seconds.

Ham Smash! (E): +7.5% more damage in the inner radius (!) QUEST: Hit enemies in inner radius 15 times (!) REWARD: +10% slow to outer radius (!) QUEST: Hit enemies in inner radius 30 times (!) REWARD: Lower cooldown by 2 seconds.

Target Acquired (AA): Basic attacks on the same target increase by +5% every .5 seconds, up to 40%

Level 10


Minefield (R1): (Cooldown: 50 sec)

Deploys 15 proximity mines in Hammond's vicinity which last for 20 seconds. Each mine has 120 hp and causes 80 damage in a small splash radius.


Kinetic Bounce (R2): (Cooldown: 40 sec)

After a brief delay, launches Hammond into the air towards a target location within 4 units for .75 seconds, making him Unstoppable (usable while tethered but ignores target location). Empowers a mid-air Piledriver (E) at any speed with +50% damage and +1 sec stun to inner radius targets.

Level 13



System Restored (Active): (Cooldown: 60 sec) Hammond hops out and repairs mech, losing -75% armor but regains 15% max health over a 6 sec channel. Can cancel anytime by moving

Can't Stop Me Now (W): Adaptive Shield makes Hammond ignore slows and roots for 2 sec, also providing an additional shield of 2.5% of enemy heroes' max health.

System Optimized (Passive): Roll form grants 15 spell armor in Ball form and 15 physical armor in Quadrupedal form

Level 16



Tombstone (E): +10% inner radius as well as damages inner targets for an additional 3% of their maximum health

Pinball Wizard (Q): While tethered, his first 2 collisions with terrain/building will cause him to ricochet, granting +15% speed each bounce

Rollin' Like a Record (Q): Duration of Grappling Claw increased by 4 seconds. Full revolution around the tether anchor grants +20% collision damage and +10% knockback (!) QUEST: Hit 3 enemy heroes in 1 tether 10 times (!) QUEST: Hit 5 enemy heroes in 1 tether 1 time (!) REWARD: Hitting at least 3 enemy heroes with 1 tether will lower Grappling Claw's cooldown an additional 4 sec

G-Force (D): Acceleration increases +5%/sec and now allows allies' Movement Speed buffs to stack.

Level 20



Came in like a wrecking ball (Active): (Cooldown: 50 sec) Increases Q range by +100%. Upon tether, activation now instantly propels Hammond toward the grappling claw to 300% (9) speed (50%/sec acceleration).

*SQUEAK INTENSIFIES* (D): Hammond literally becomes too angry to get slowed or rooted (in Ball form). +25% max health* (*bonus health only accessible if level 1 *SQUEAK* was taken)

MineSweeper (R1): +8 mines, +25% health, +20 sec duration, +50% damage if Hammond knocks enemies into mines

Jump! Jump! (R2): Gain extra charge of Kinetic Hop; Piledriver stuns lower Kinetic Hop cd by 15 sec per hero hit.


Playstyles, Tactics, & Tips


Playstyles


Hammond's base kit primarily serves 4 roles (ganks, harassment, mass disruption, and area control):
  • Similar to Overwatch, Hammond excels at using his mobility to flank and strike enemies from behind to punish aggressively positioned opponents. Early game will often find Hammond players roaming through the rotation paths to look for favorable engagements.

  • With the right talents, Hammond can also be a respectable "hit-and-run" harasser in 1v1's, punishing opponents who don't heed his Quadrupedal and single-target talents. Especially on channel-objectives that have open areas for Grappling Claw to exploit, most non-cc enemies will struggle to bully him away without help.

  • Lastly, in team fights, Hammond will punish enemies who cluster while providing positional control over large areas. Piledriver is a great initiation tool and a solid combo can give a significant advantage starting a fight. Depending on talents and enemy compositions, Hammond can also utilize his Roll, Grappling Claw, and Minefield to great effect, making it difficult for enemies to break into positions.

Tactics and Tips



Because his kit is based on momentum, allies with movement buffs are doubly effective. Even without G-force (16), movement buffs help kickstart Hammond's velocity so his Rolls can do damage and Piledriver can activate.
Conversely, Hard CC will punish Hammond, so Kinetic Bounce (10) and Can't Stop Me Now (13) are ways to cope with a difficult match up.

Any great Hammond player will attest that his big play-making combos aren't necessarily the best part of his kit. Roll and Grappling Claw are on shorter more reliable cooldowns and can make just as impactful plays, purely by utilizing his mobility.

Quick rotations with Area Denied (4) can turn Hammond into a respectable double-lane soaker.

Pinball Wizard (16) and Came In Like A Wrecking Ball (20) are both fun and effective measures to cope with unfavorable terrain where options for engagements are limited.




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jiggywatt | March 11, 2020 6:39pm
My submission for the Hero Concept Contest. I had no idea about this site's hero concept feature! I've theorycrafted heroes and redesigns for fun in the past but it was usually in some notepad file (Hammond being one of them).
Good luck everyone! Pretty cool submissions I've seen with the presentation.
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