Wrecking Ball | |
---|---|
"Weapons operational. Grapples primed. Hamster pumped." | |
Real Name |
Hammond |
Status |
Active |
Birth |
October 15th |
Age |
16 |
Occupation |
Test subject (formerly) Mech pilot, mechanic Bodyguard |
Base |
Horizon Lunar Colony (formerly) Junkertown |
Affiliation |
Lucheng Interstellar (formerly) Junkers |
Dee Bradley Baker & Jonathan Lipow (English)
Daniel Njo Lobé (French) | |
Cosmetics |
Cosmetic page |
Quotes |
Quotation page |
Role |
Tank |
Health |
300 (Open queue) 450 (Role queue) |
Armor |
175 |
Shields |
150 |
Character Video
| |
Wrecking Ball is a Tank hero in Overwatch. Released on 24 July 2018, he is the 28th hero added to the game.
Overview
Wrecking Ball rolls across the battlefield, using his arsenal of weapons and his mech’s powerful body to crush his enemies.
Abilities
- Reduces the speed of knockbacks received by 25%
- Ultimate generation is reduced by 40%.
- Reduces the total damage received from critical hits, such as headshots, by 25%.
- Weapons with a lower 1.5x headshot modifier ignore this damage reduction completely.
- The effectiveness on abilities that deal critical damage through other means than headshots is ambiguous: Earthshatter and Overrun are affected by the damage reduction, but Virus and Volatile Chaingun's forced critical hits against burning targets are not.
- The reduction stacks additively with other modifiers affecting damage taken.
- All tanks have 150 more health in Role Queue. The amount of armor and/or shields remains the same.
- Damage per second: 125 while firing (83.33 overall w/reload)
- There is a 0.16 seconds delay after releasing the fire button before it can be used again.
- First two shots have perfect accuracy; bullet spread reaches max at 30 shots.
- Automatically reloads if Wrecking Ball is in his Roll mode for 1.6 seconds.
1 second (no fireball)
1.5 seconds (fireball)
6 meters (retracted)
+80% (max, released)
- Wrecking Ball respawns with this ability on cooldown.
- Wrecking Ball automatically enters Roll when Grappling Hook is fired and will remain in it while grappling.
- If the duration ends, Wrecking Ball releases grapple or activates Minefield, he will remain in Roll mode.
- Any actions and abilities that would transform Wrecking Ball back to default mode from Roll will do so and end Grappling Hook.
- Grappling Hook is a channeled movement ability; being stunned, knocked down, hacked or mobility locked, immediately ends the ability, putting it on cooldown.
- The hook attaches to a surface, allowing Wrecking Ball to swing around the point of contact.
- Grappling Claw can attach to walls and terrain-like objects, such as Lifeweaver's Petal Platform and Tree of Life.
- Grappling Claw cannot attach to ground surface or ramps, excluding stairs.
- If the line is more than 6 meters long and Wrecking Ball moves closer to the claw, the line retracts and stays retracted.
- Wrecking Ball can manually retract the line by holding the Jump button.
- Adaptive Shields can be used while grappling without interrupting it.
- Wrecking Ball is powered-up while moving at least 15 m/s while grappling or after releasing grapple. This is shown via a fireball effect.
- While powered up, colliding with enemies deals damage and knockback to enemies.
- Grappling Hooks timer only starts counting once Wrecking Ball hits the fireball speed for the first time during the grapple.
- If Wrecking Ball releases the grapple without reaching the fireball speed, Grappling Hook goes on a shorter 1 second cooldown.
- If Grappling Hook is interrupted by enemy crowd control, it will always go on full cooldown.
- If Wrecking Ball is slowed by more than 25%, this puts him below the threshold and his swings cannot power-up at all.
- Grappling Claw's movement speed buff does not count towards global movement speed buff cap.
- Can be cast while in midair.
- Roll form base speed is the same in all directions (i.e. he is not slower going backwards).
- Roll form rolls faster when going downhill. Going uphill does not affect the speed.
- Roll form automatically rolls downhill if the player is not counteracting it.
- Roll form does not have a critical hitbox (Hammond's body is the "head") and therefore cannot receive headshots.
- Wrecking Ball comes out of Roll if he is Hacked, slept, hooked, or knocked down; or if he tries to shoot or use quick melee.
- Roll can be deactivated, but not activated while mobility locked. These effects also do not interrupt Roll.
-50 per ally (max transfer, self)
+75 (max transfer, allies)
4 seconds (allies)
- Cannot be activated while using melee, casting Minefield or Piledriver.
- Adaptive Shields can be reactivated once to redistribute portion of Wrecking Balls overhealth evenly to all other allied heroes within the radius.
- Cannot be reactivated while no valid allies are within radius.
- The durations for allies' and Wrecking Ball's overhealth are independent from each other.
- Overhealth is transferred at a rate of 150%. This means Wrecking Ball only loses 50 overhealth for an ally to gain 75.
- Each ally can receive up to 75 overhealth.
- Wrecking Ball cannot lose more than 300 total overhealth from the transfer, however the amount gained by his allies is still based on his total overhealth. Regardless, hitting this limit requires sharing overhealth to at least 7 allies, making this unachievable in most game modes.
- B.O.B. counts as an enemy for creating extra health as well as an ally that health can be transferred to. Constructs, such as Turret, do not.
0.3 seconds (recovery for form change)
0.2 seconds (recovery for ult)
98 m/s (downwards)
- Bound to Crouch/Toggle Crouch, which is unique to this ability.
- Wrecking Ball's altitude must be at least 2.25 meters to activate. For reference, jumping height is 0.98 meters.
- Affected enemies are knocked into the air, and they lose air control for 0.75 seconds.
- Wrecking Ball will be able to shoot at the enemy no earlier than 0.6 seconds after the start of the air lock.
1.25 seconds (arming time)
- Deploys 15 proximity mines around him, arranged into three rings of 1/6/8 mines.
- Activating Minefield in the air increases the spread.
- Mines can pass through barriers when deployed, but explode upon contact once armed.
- Mines emit a high-pitched noise to nearby enemies.
- Wrecking Ball can regain ult charge while Minefield is deployed. However, damage from the mines does not count.
Hero-specific options
Setting name | Options | Description |
---|---|---|
Toggle Grappling Claw | Off (default) | Grappling Claw deactivates when player stops holding the button. |
On | Grappling Claw deactivates when player presses the button again. | |
Grappling Claw retract input | Jump (default) | Jump retracts Grappling Claw. |
Ability 1 | Ability 1 retracts Grappling Claw and no longer interrupts grapple transforms Wrecking Ball to default mode. | |
Primary Fire | Primary Fire retracts Grappling Claw and no longer interrupts grapple transforms Wrecking Ball to default mode. | |
Quick Melee | Quick Melee retracts Grappling Claw and no longer interrupts grapple transforms Wrecking Ball to default mode. | |
Interact | Interact retracts Grappling Claw. | |
Relative aim sensitivity while transformed by Roll | 0% ... 500% (default: 100%) | Multiplier to base aim sensitivity while in Roll form. |
Toggle Quick Melee during Roll | Off (default) | Tapping Quick Melee Button during Roll deactivates Roll without using Quick Melee. Input must be held or pressed again to use Quick Melee. |
On | Tapping Quick Melee Button during Roll deactivates Roll and Quick Melee will be used right afterwards without an additional input. | |
Adaptive Shields UI | On (default) | UI element displaying the number of enemies or allies within radius of Adaptive Shields is displayed around the crosshair. |
Off | Adaptive Shields UI element is hidden. | |
Hide Adaptive Shields timer | Off (default) | Timer UI element is displayed around the crosshair. |
On | Timer UI element is hidden. | |
Piledriver UI | On (default) | Piledriver UI element is displayed above the crosshair. |
Off | Piledriver UI element is hidden. | |
Adaptive Shields transfer control UI | On (default) | Transfer input text is shown next to crosshairs. |
Off | Transfer input text is hidden. | |
Grappling Claw retract UI | On (default) | Retract input text is shown next to crosshairs. |
Off | Retract input text is hidden. |
Strategy
As an offense-oriented tank hero, Wrecking Ball's greatest strength lies in his high mobility, which he uses to disrupt the enemy team by forcing them out of position and initiating team fights. A good Wrecking Ball is excellent at establishing area control, knowing when and how to engage and disengage the enemy to create opportunities for his teammates. He can do so at will by switching between walker and ball mode as the situation changes. The dual machine guns deployed in walker mode provide a hitscan-ranged attack in exchange for mobility, while ball mode allows Wrecking Ball to damage enemies up close and quickly travel across the battlefield. Wrecking Ball's grappling hook allows him to tether to a surface to either gain vertical positioning and acceleration or to inflict contact damage within an area at top speed. Should he find himself outnumbered, Wrecking Ball can generate temporary shields to block incoming damage, which increase with the number of enemies nearby. Lastly, Wrecking Ball has strong area denial by deploying a mine field, which inflict heavy damage to any enemy that comes into detonation range.
While Wrecking Ball is a more mobile tank than Winston, he has no means of directly protecting his teammates from damage. His high dependency on his abilities and mobility makes him a sitting target when they are being limited or disabled. Furthermore, his massive size also makes him an easy target for the enemy team to focus fire if he cannot escape.
Weapons & Abilities
- Quad Cannons: Wrecking Ball's primary fire.
- Due to its low damage, fast fire rate, and relatively low ammo, it is meant for short engagements. Target low-health enemies such as ones damaged by Piledriver.
- Quick melee can help with the damage.
- Quad Cannons automatically reload if Wrecking Ball is in Roll mode.
- Quad Cannons are for the most part ineffective against barriers and high-HP targets.
- Grappling Claw: Wrecking Ball's mobility ability that enables him to swing.
- It allows Wrecking Ball to get to the objective far quicker than most heroes in the game.
- Its short cooldown means Wrecking Ball can engage with it, and then disengage with it.
- By attaching to a pillar or even the payload, terrain permitting, Wrecking Ball can swing indefinitely.
- Wrecking Ball can contest the objective, damage and knock back enemies, and build ultimate charge while doing this. (However, it can make him vulnerable to stuns or knockback effects.)
- Roll: Wrecking Ball turns into a ball with increased mobility.
- As a ball, Wrecking Ball's default speed is much faster than other heroes. He can use this to disengage from a fight.
- While in roll mode, Wrecking Ball has no critical hitbox.
- If Wrecking Ball is being frozen by Mei, use Roll to prevent her (or her teammates) from headshotting.
- Adaptive Shield: Wrecking Ball gains personal shields with additional shields for each nearby enemy.
- These shields do not give the enemy team ultimate charge, meaning Wrecking Ball can engage without the fear of charging enemy ultimates.
- Despite more enemies generating more shields, Wrecking Ball is much more susceptible to damage. Adaptive Shield should not be overestimated and disengaging is still necessary.
- Piledriver: If Wrecking Ball is in the air, he can slam downwards and damage all nearby enemies.
- Enemies are launched into the air, making them easy targets for Quad Cannons.
- If high ground is nearby (such as a staircase), go on top to use Piledriver so that Grappling Claw can be saved and Wrecking Ball can escape immediately.
- By jumping off the payload, Wrecking Ball gains enough height to use Piledriver.
- If Wrecking Ball rolls into a corner, he gains enough height to use Piledriver.
- Coordinate with your team when using Piledriver, as it can deny friendly ultimates (such as Earthshatter) if mistimed.
- Minefield: Wrecking Ball's ultimate ability.
- It is used to deny area or to distract the enemy team.
- If Wrecking Ball uses Minefield while in the air, the mines become more spread out and more area is covered.
- It takes a short delay for the mines to activate.
- A combo to ensure the mines hit something is to have Wrecking Ball launch himself in the air, use Minefield while in the air, and then use Piledriver. Nearby enemies will be launched into the air by Piledriver, and they will fall down to the now active mines.
- Minefield is extremely valuable while in overtime since it can deny access to the objective. For example, Wrecking Ball can go on top of the payload and then use Minefield to deny the entire area around the payload.
General Strategies
Wrecking Ball is all about disruption, quick engagements and disengagements, and denying area (especially choke points and objective areas). Use Grappling Claw and Piledriver to roll through masses of enemies to quickly gain ultimate charge and scattering the enemy team. For example, Wrecking Ball can smack a Reinhardt away from his team, leaving them vulnerable. Roll and Adaptive Shield help to survive and disengage. Once Minefield is ready, Wrecking Ball can combo it with Piledriver to prevent or even end team fights. Wrecking Ball can also target specific enemies by slamming down with Piledriver, shooting them with Quad Cannons, and hitting a quick melee.
Match-Ups and Team Synergy
Tank
Hero | Match-Up | Team Synergy |
---|---|---|
D.Va |
If you and D.Va both stay put and fire away at one another, you're almost certain to lose this matchup. However, due to your high mobility, this will rarely be the case. While it's unlikely that you will ever land a kill on her without support from your allies, your primary asset against her is being a nuisance who will refuse to die. Getting rammed by Boosters can temporarily disrupt your swinging, but even then you can simply roll away from a fight if you don't wish to continue. | If your team decides to run both D.Va and Wrecking Ball as your tanks, you're offering your team extremely minimal protection. That being said, if your team is filled with heroes who prefer to stay mobile and fend for themselves, such as Genji, Tracer, and Lucio, this may be an acceptable, aggressive team composition. |
Orisa |
(Outdated) Orisa can fight Wrecking Ball far from his reach and where his damage is impactful. Fusion Driver is a rapid-fire weapon with no damage falloff. She can use Fortify to tank some of your damage and avoid being knocked around by your abilities. Halt can be an issue as it can pull you back into the line of fire (which is worse when you're fleeing). | Orisa and Wrecking Ball can make a devastating combo when pushing, as their automatic weapons can provide suppressive fire for sustained periods of time. Wrecking Ball's high mobility can allow him to switch positions quickly should an offense hero flank around the barrier, potentially saving Orisa from a sneaky Reaper or Tracer. At the very least, he can buy Orisa and the team enough time to kill the perpetrator. |
Reinhardt |
Reinhardt can block your Quad Cannons with his shield. You can run into him and displace him but Reinhardt can use Charge to pin you against a wall. His shield can also block Piledriver if angled correctly. Earthshatter will stop you in your tracks and force you out of Roll. | (To be added) |
Roadhog |
Watch out for Roadhog's hook as it will force you out of Roll, exposing your critical hitbox. The worse thing that can happen is Roadhog hooks you after you've used Grapple Claw as being pulled towards an environmental hazard or his team will assure your death. Also, Adaptive Shields will not save you from Whole Hog if you get pinned to a wall. | Whole Hog can push enemies into your Minefield, which can most certainly kill them. Piledriver can also knock enemies upward into Roadhog's crosshairs, giving him the opportunity to hook them. |
Sigma |
Sigma can absorb your Quad Cannons bullets with Kinetic Grasp, giving him bonus shield health. Accretion can stop you in your tracks. This can put your Grapple Claw on cooldown and force you out of Roll. Also, you can roll your way out of Gravitic Flux if you're caught in it. Kinetic Grasp can't absorb your mines, but Sigma can throw his Experimental Barrier to clear a path through them. | When a friendly Sigma lifts an enemy team with Gravitic Flux, you can use Minefield so the enemy team will drop onto your mines. This will not only ensure that they can't avoid your mines, but the explosions will almost certainly kill your weakened opponents. |
Wrecking Ball |
(To be added) | (To be added) |
Winston |
Wrecking Ball's enormous health total makes the Tesla Cannon do little more than tickle him, and you have better mobility than him. Also, he has less health than you, so you should be able to kill with Quad Cannons at close range. | You and Winston are one of the most mobile tanks, and one of you has a shield. When your shield starts to run low, he can deploy his Barrier Projector to act as a secondary line of defense. Primal Rage can be used to knock enemies into your Minefield. |
Zarya |
Zarya might have less health than you, but she can use her bubbles to soak up your damage, gain energy, and strengthen her attacks. Also, Graviton Surge can stop you in your tracks, allowing Zarya and her team to lay down focus fire and kill you. | You can combo Graviton Surge with your Minefield. Since enemies can't escape one inside, they'll feel the full wrath of your mines. This is more compounded when done in tight corridors, where the mines also latch to the ceilings and walls. Zarya can use a Projected Barrier to protect you and gain energy as you dive into the enemy, |
Damage
Hero | Match-Up | Team Synergy |
---|---|---|
Ashe |
You shouldn't have much trouble against Ashe. As long as you're in Roll form, she can't land critical hits on you. You can pursue her with lethal damage, she can knock you back with Coach Gun to put some distance. If you use Piledriver, be careful where you use it as Coach Gun could push you into an environmental hazard (i.e. Ilios well, train in Busan). Adaptive Shields can also be used to soak up some of her shots. Dynamite can be used to melt your shield and your health. At close range, you can shred through her health with Quad Cannon and a Quick Melee. Sure, the Viper can do a lot of damage at close range, it's slow and won't be able to finish you off before you finish her. | (To be added) |
Bastion |
Bastion is a huge three to you when turret form is active. Its high damage will shred through your health and any shields you have. Don't attempt to fight him head-on. Rather, flank up behind him and deploy your Minefield over him. It takes three mines to kill Bastion and his Self-Repair will not save him. | (To be added) |
Cassidy |
Flashbang is among the most dangerous abilities to Wrecking Ball. It's fast enough to catch you during a rollout, cut off your Ultimate, and make you vulnerable to his team. Make sure you're watching Cassidy's ability usage so you know when it's safe to engage. | There's no known synergy with Cassidy. |
Doomfist |
(To be added) | (To be added) |
Echo |
As long as Echo's airborne, all you can do is shoot her with your Quad Cannons. Since your primary fire suffers from damage falloff, it might not be enough to kill her. Unlike you, her primary fire and Sticky Bombs have no damage falloff. Be careful about your health pool. If Echo knows you're half health, She can finish you off with Focusing Beam. You're a good target for her Duplicate and she can get Minefield quicker than you do. | Two Wrecking Balls can be a nightmare for the enemy team. placing two Minefields around team means that they will have no way to advance without taking damage (or dying). |
Genji |
(To be added) | There's no known synergy with Genji. |
Hanzo |
You shouldn't have much trouble against Hanzo. As long as you're in Roll form, he can't land critical hits on you. You can also pursue him, no matter where he goes, with enough damage to kill him. Adaptive Shield can also be used to soak up some of his arrows. At close range, you can shred through his health with Quad Cannon and a Quick Melee.
|
There's no known synergy with Hanzo. |
Junkrat |
Watch out for his Steel Trap. If you get caught in one, this will allow Junkrat and his team to focus fire on you (and subsequently eliminate you). Concussion Mines can knock you backward, which can prevent you from fleeing. Also, R.I.P Tire can kill you in one direct hit if you don't have shields. | A trapped target give Wrecking Ball the ability to line up Piledriver or Minefield (or both) to severely damage (or kill) them. |
Mei |
Mei's Endothermic Blaster almost entirely shuts you down, and Ice Wall can easily halt you. Most of the time, it's better to simply go to your spawn room and switch to a different hero instead of throwing yourself at her over and over again. | Enemies frozen by Blizzard are the prefect targets for Minefield. Just drop your mines from above and watch them get blown to bits. |
Pharah |
You're at a disadvantage against Pharah. As long as she in the sky, she's essentially out of your reach as you have no means to get to her. Quad Cannon won't do enough damage to kill her quickly. Plus, she can fire rockets at you, even as you try to flee. Be wary of Barrage, because it can chip away both your health and Adaptive Shields (if you have it active). | There's no known synergy between her and Wrecking Ball |
Reaper |
(To be added) | There's no known synergy with Reaper |
Soldier: 76 |
(To be added) | There's no known synergy with Soldier: 76. |
Sombra |
Much like Mei, Sombra's Hack can easily shut you down. It forces you out of Roll, you can't use Grappling Claw, and there's almost a guarantee that you'll die if you're hacked in the middle of a team fight. | EMP can disable enemies with movement abilities, which means they won't be able to avoid your Minefield as you deploy it. |
Symmetra |
(To be added) | (To be added) |
Torbjörn |
(To be added) | (To be added) |
Tracer |
Tracer's mobility can make it hard for you to kill her. She can quickly zip through your Quad Cannon fire while laying down her own damage. She can recover with Recall if she's low in health and Pulse Bomb can chip away most your health. | (To be added) |
Widowmaker |
Wrecking Ball is probably one of her biggest counters. As long as he's in Roll form, she can't land critical hits on him. Wrecking Ball can also pursue Widowmaker, no matter where she goes, with enough damage to kill her. Adaptive Shield can also be used to soak up some of her damage. At close range, Wrecking Ball can shred through her health with Quad Cannon and a Quick Melee. | (To be added) |
Support
Hero | Match-Up | Team Synergy |
---|---|---|
Ana |
Ana's Sleep Dart is a danger to Wrecking Ball as it both stops his momentum and force him out of Roll. This can give her team ample time to lay down focus fire and potentially kill you. | Ana can heal Wrecking Ball at a distance with scoped shots and use a Biotic Grenade to increase the healing output. Nano Boost applied to Wrecking Ball makes him harder to kill, and that is compounded further when he uses Adaptive Shields. |
Baptiste |
(To be added) | There's no synergy with Wrecking Ball. Wrecking Ball's high mobility makes it incredibly difficult to land healing grenades at long distances. |
Brigitte |
Shield Bash is one of the most dangerous abilities to Wrecking Ball. Similar to Flash Bang, t's fast enough to catch you during a rollout, cut off your Ultimate, and make you vulnerable to his team. Make sure you're watching Brigitte's ability usage so you know when it's safe to engage. Also, since you're a large target, Brigitte can easily hit you with her flail and activate Inspire. | Brigitte can heal him at range with Repair Packs. Rally armor can also strengthen his defense and increase his vitality as he dives into the enemy team. |
Lúcio |
(To be added) | Lucio's Sound Barrier on top of his Adaptive Shield means that, for 8 seconds, Wrecking Ball is incredibly hard to kill and can tank most high-damaging ultimates such as Self-Destruct or R.I.P-Tire. |
Mercy |
(To be added) | Mercy can damage boost his primary fire and abilities, giving them an additional 30% boost. Unfortunately, this doesn't apply to Minefield. |
Moira |
(To be added) | (To be added) |
Zenyatta |
Zenyatta should be easy to deal with at close range. However, at a distance, it could be different. Orbs of Destruction, his weapon, has no damage falloff, and a full volley could deal up to 240 HP of damage. This can be further compounded with Orb of Discord, increasing the damage you take from anything. With Transcendence, Zenyatta can simply charge through your mines without taking damage and heal heavily wound allies. | (To be added) |
Story
Witty and conniving,[2] Hammond is a genetically modified hamster[3] capable of speech, just not in any human language. His mech (named "Wrecking Ball") translates his comments into English[2] via a soundboard. The mech itself is equipped with a minor AI.[4]
Per his nature as a hamster, Hammond has an instinctual fear of foxes.[5]
Horizon Lunar Colony
“ | Journal Entry 1963-4. Harold Winston. Status update on Specimen 8. By now, we're all used to our super-intelligent gorillas on the colony. But the hamster...we've named him Hammond...continues to be one of our biggest surprises. Even though he's grown from the genetic modification, we have more trouble keeping track of him than any of the other animals. Somehow, he managed to get out of his cage again. It took us days to find him. I can't help but wonder what it is he's looking for when he gets out there. He's shown impressive problem solving skills and adaptability to new situations. And he's overcome all the challenges that have been placed in front of him. I for one can't wait to see what trouble the little guy gets up to next. | „ |
~ Doctor Harold Winston |
In one of the many experiments carried out at Horizon Lunar Colony, animals were given genetic therapy to assess their adaptation to extended periods of habitation on the moon. As an unexpected side effect, several of them exhibited exceptional growth in physical size and brain function. While most of the test subjects were gorillas or other primates, there were some exceptions, including a hamster designated Specimen 8,[6] but whom the staff named "Hammond".[4] He was contained in a large cage in his own room.[7][8]
Like the others, Hammond's intelligence grew,[4] and his size likewise increased.[3] He demonstrated impressive problem solving skills and adaptability,[8] and he became more curious about the world around him. Much to the puzzlement and amusement of the scientists, Hammond would frequently escape into different parts of the moon base.[4] The staff had more trouble keeping track of Hammond than any of the other test subjects, and in at least one case, it was days before he was returned to his holding area.[6] Though they'd always find him and return him to his cell, they never figured out the true purpose behind his nightly escapades. What they didn't know was that Hammond was busy teaching himself the skills of a mechanic, which would soon come in handy.[4]
In time, Hammond became good friends with one of the gorillas, Specimen 28.[6]
Before the base's fall, Hammond escaped from his cage. Dr. Zhang noted his absence, but few within the base gave it much heed. Hammond possibly escaped into the base's ventilation system, as in the same timeframe, Flores noted strange noises coming from the system.[9] The colony was eventually thrown into chaos when some of the gorillas rose up against the human scientists and took control. Not all of the animals participated, however, and Specimen 28, taking the name "Winston", was making a plan to escape to Earth. Hammond sensed his opportunity, prototyped a basic build plan using toys in his room, then finalized his build onto a blueprint with sticky notes.[8] Ignored in the uprising,[8] he converted an empty fuel pod into a makeshift escape capsule with a claw arm and tether.[10] Winston found Hammond's rocket design in Horizon's computer system, and built a craft of his own. To Hammond's rage,[5] Winston blasted off from Launch Bay 14[4] without him. Using a modified pod, Hammond hitched a ride to the bottom of Winston's craft. As the two entered Earth's atmosphere, the tether broke;[8] while Winston landed at Watchpoint: Gibraltar, Hammond landed in a different location: the wasteland of the Australian Outback, on the outskirts of Junkertown.[4][6]
One of the primates would eventually break down the door of Hammond's room for whatever reason, but by that time the hamster was already gone.[8][11]
The Junkers
Hammond modified his escape pod to become the cockpit of his own mech, which he built around it,[8] to enter the lucrative mech battle arena of the Scrapyard. Working his way up the ranks amongst the Junkers, the competitor known as "Wrecking Ball" went from contender to champion and had fun winning numerous times,[12][13][6] including Three-Arm Luke.[5] However, Hammond's identity remained a mystery to all.[4] An exception was the Junker Queen, and Hammond became her bodyguard.[3] At some point, he drove through the Wasteland alongside her.[14]
Gathering his winnings, Hammond was able to upgrade his mech enough to survive the dangerous trek out of the Junker-controlled Outback. Now free to travel and do as he pleases, Hammond began exploring the world, finding new adventures along the way.[4] He apparently ended up returning to Junkertown, having found a happy, if somewhat chaotichome at the Junker Queen’s side. After all, as reigning champion of the Scrapyard, he had a title to defend. He still journeyed into the wider world from time to time however.[3]
Present
Years later, Lucheng Interstellar was able to retrieve information from Horizon's still-operating monitoring system. Hammond was noted to be missing from the base.[9]
Achievements
Name | Icon | Description | Reward |
---|---|---|---|
Absorb 1250 damage with Wrecking Ball's Adaptive Shield without dying in Quick or Competitive play. | |||
Roll through 4 enemies within 2 seconds as Wrecking Ball in Quick or Competitive play. |
Trivia
- Wrecking Ball is Hero 28 and the seventh new hero added to the game.
- Wrecking Ball is the 28th hero, while Winston's designation was 'Specimen 28'.
- "Wrecking Ball" is the name that he chose for himself as a competitor in the Scrapyard, whereas Hammond was a name given to him by the scientists on the Lunar Horizon Colony. As such, Wrecking Ball is the primary name used in-game, rather than Hammond.[10]
- Hammond's name and species can be a joke related to Top Gear/ The Grand Tour's Richard Hammond, who is sometimes referred to as "the Hamster". It's also notable that both drive fast vehicles.
- The number 8 is painted on the Wrecking Ball chassis, referencing Hammond's official designation: Specimen 8.
- Hammond can't speak English or any other human language as, according to Jeff Kaplan, that would be "completely ridiculous."[4] Winston can understand Hammond "because, of course, they're animals, and all animals can communicate with one another." Hammond communicates with humans via a soundboard in his mech.
- Hammond did not create the AI in his mech.[15]
- Hammond has the same eyebrow shape as Torbjörn, which Ben Zhang considers to be his favorite feature of the design, noting their many similarities as short statured engineers.[10]
- Arnold Tsang took some inspiration for Hammond's design and coloration from the pet hamster he owned in college, Zug-Zug.[10]
- Hammond is "Pikachu-sized." In the Pokémon universe, Pikachus are 0.4 m/40 cm (1'04") high and weighs 6 kg (13.2 lbs).
- In the Attacker spawn of Dorado, if the bells are rung in the tune of the Overwatch theme song, Hammond will sing it shortly after.[16]
- In 2018, it was stated Hammond himself was not a Junker.[17] This appears to have changed in Overwatch 2, which establishes that Hammond was the Junker Queen's bodyguard. His backstory was further retconned in this regard, as on his original hero page, it was stated that Hammond left Junkertown, whereas in his Overwatch 2 page, it establishes that he never left the Junker Queen's side. If not a retcon, it arguably recontextualizes the original lore by mentioning that Hammond still leaves Junkertown from time to time. The story section of this article has gone for a recontextualized approach.
- Wrecking Ball is the only hero with both armor and shield equipped.
- He is also the only hero capable of equipping all 4 type of heal available in-game (health, armor, shield, overhealth).
Merchandise
- A Wrecking Ball funko pop figurine (based on his biohazard skin) went on sale at the October 2019 NYCC.[18]
- A Wrecking Ball pin is available from the Blizzard store.[19]
Development
The concept for Wrecking Ball actually originated early in Overwatch's development, during the game's original character design phase, as "Ball Guy," a spherical robot Arnold Tsang created while exploring circular robot designs, which stemmed from an early unused concept of Junkrat wearing a bomb-shaped suit. Geoff Goodman began designing this version of the hero as a "junkyard magnet bot," a robotic tank hero with a kit themed around magnetism, including abilities that allowed him to attract and repel bullets. At around the same time, the concept artists were doing preliminary ideation for a "cute hero," which included several prototype designs of robots, rodents, and a robotic monkey, as well as precursors to D.Va; this same ideation phase would eventually produce Jetpack Cat. Eventually, these two lines of ideation would converge on the idea of a hamster in a hamster ball, and Arnold Tsang illustrated the first iteration of Wrecking Ball, as a robotic hamster piloting a quadrupedal robot that could transform into a sphere.[10]
The illustration was emailed out and clicked with the designers, but this new direction proved to be controversial within the Overwatch development team, with some loving the idea and others believing it would ruin the game. In 2014, Jeff Kaplan, Jeffrey Brill, and Randal Dumoret had a disagreement over the hero's inclusion, with Dumoret falling into the latter camp. The discussion resulted in Brill scheduling a meeting in 2024 to determine whether or not Wrecking Ball had ruined the game, and that if he had, he would be removed from the game at that point. Though the team fully intended to eventually release the hero, they didn't feel it was the right time, and so Wrecking Ball remained shelved until some time in 2017, when he was brought back up and they started seriously discussing his implementation.[10]
Revisiting the concept, they decided that a mechanical hamster couldn't be as cute as an actual hamster. Using Tracer as a reference point they produced a number of hamster concepts to hone in on a specific style that suited Overwatch's "East meets West" aesthetic, ultimately deciding on a design that fell in between Hamtaro and Zootopia.[10] According to Kaplan, they also deliberated over Hammond's size, eventually deciding that he should be "Pikachu-sized."
From there Wrecking Ball went through various design iterations with mechanics that focused on rolling around on the ground and down slopes to gain momentum and smash into enemies. Eventually, the grappling hook was incorporated into his kit, which fit into his wrecking ball theme, and his final design began to take shape with the Piledriver, Adaptive Shield, and Minefield abilities pulling everything together.
While designing Wrecking Ball's legendary skins, because the hero concept was already quite different from the other heroes in the game, they decided to ground his default legendary skins in the existing Overwatch story, with his Junker skin reflecting his time as the Champion of the Scrapyard and his Lunar skin reflecting his time as an experimental test subject on the Horizon Lunar Colony.[10]
Prior to his release, an Overwatch tweet was released containing a video that featured several posters on a wall, one of which was a Horizon commercial displaying most likely a chimpanzee or a similar specimen flying in space.[20] This led to speculation that this was teasing Hammond as a playable hero.[21] With the release of the Patch 1.25, a new room was added to Horizon Lunar Colony neighboring Winston's room with the text "Specimen 8" written on the door, confirming that this was Hammond's room.
Overwatch 2
Like almost all Overwatch Heroes, Wrecking Ball was redesigned and given a new look for Overwatch 2. Kejun Wang was the concept artist behind his Overwatch 2 look, but otherwise not much is known about the idea behind his new look. It was stated that the general scheme concept for all new hero looks for Overwatch 2 to be aimed at keeping the "essence" of the hero, while showing some evolution and character growth in the design.[22]
A Unicorn skin for Wrecking Ball was considered for the Transformers collaboration, but was not implemented.[23]
Media
Concept Art
Videos
Balance Change Logs
- For more information, see Patch Notes.
- Automatic reload time while transformed reduced from 2 to 1.6 seconds.
- Allied Overhealth transfer ratio increased by 50% (Use up to 50 Overhealth per target to grant allies up to 75 HP).
- Impact damage increased from 50 to 60.
- Movement lockout duration for enemies increased from 0.5 to 0.75 seconds.
- Damage increased from 130 to 165.
- Explosion knockback increased from 5 to 10.
- Hold the jump input while the Grappling Claw is attached to terrain to retract it, pulling yourself towards the anchor point. This action can be rebound in his hero settings.
- Now has a one second cooldown if Wrecking Ball never reaches ramming speed before canceling the ability. Interrupting him with Hack, Hinder, and stuns will still trigger the full cooldown.
- The maximum duration timer no longer triggers unless he reaches ramming speed.
- Can now be reactivated to redistribute up to 300 overhealth to nearby allies, capping at 75 per person.
- Enemy and ally detection radius increased from 10 to 13 meters.
- Health increased from 50 to 60.
- General updates
Most damage-dealing projectile sizes have been increased by a new global modifier added to their base size.
- +0.05 meters for hitscan projectiles with a high rate of fire or spread (e.g., Tracer's Pulse Pistols or Reaper's Hellfire Shotguns).
- +0.08 meters for hitscan projectiles that are more precise (e.g., Cassidy's Peacekeeper or Soldier:76's Heavy Pulse Rifle).
- +0.05 meters for travel time projectiles that are shotguns or have a very high rate of fire (e.g., Roadhog's Scrap Gun or Ramattra's Void Accelerator).
- +0.10 meters for travel time projectile with a speed greater than 50 meters per second (e.g., Zenyatta's Destruction Orb).
- +0.15 meters for travel time projectile with a speed less than or equal to 50 meters per second (e.g., Pharah's Rocket Launcher).
- Very large projectiles with a base size greater than 0.5 meters have been excluded from these increases (e.g., Orisa's Energy Javelin or Reinhardt's Fire Strike).
Hero combined HP (base health/armor/shields) increased by 15-25%.
- 150-175 HP heroes increased by 25 HP.
- 200-300 HP heroes increased by 50 HP.
- 300+ HP (Tanks) increased by 75-100 HP.
- Each hero's precise health increases are listed in their patch notes below.
Ultimate Charge
- All Ultimate ability costs increased by 10%.
Regenerative Passive for All Heroes
- All heroes now regenerate 20 health per second after 5 seconds of not taking damage.
Quick Melee
- Damage increased from 30 to 40.
- Hero updates
- Armor increased from 100 to 175.
- Number of shots to reach max spread increased from 20 to 30.
- Manual reload time reduced from 2 to 1.6 seconds. This does not affect the automatic reload while transformed into a ball, which is still 2 seconds.
- Effect duration decreased from 9 to 7 seconds
- Added the hero-specific option "Relative aim sensitivity while rolling"
- Added the hero-specific option "Relative gyro sensitivity while rolling" (Nintendo Switch™ platform only)
- Added a timeout indicator for Grappling Claw located above the ability icon
- Minefield arming time increased from 1 to 1.25 seconds
- Base health in Role Queue modes reduced from 600 to 450
- Base health in non-Role Queue modes reduced from 600 to 300
- Shield health increased from 0 to 150
- Cooldown reduced from 10 to 8 seconds
- Ultimate cost increased 9%
- Arming time reduced from 1.5 to 1 second
(beta)
Developer Comment: We are reverting Roll’s knockback to the original value from when Wrecking Ball was launched. We wanted to give Wrecking Ball a more unique role as a dive tank that can split up enemy teams. We made this change with the Tank passive of 30% knockback resistance in mind.
- Knockback increased by 36%
(beta)
- Base armor increased from 100 to 150
- Base health increased from 500 to 550
- Radius increased from 8 to 10 meters
- Health gained per target increased from 75 to 100 health
- Knockback strength reduced 25%
Developer Comment: For how often it can occur, Wrecking Ball's knockback is too strong. We're reducing the distance it moves enemy players to bring it more in line with other low cooldown knockback abilities.
- Shield per target reduced from 100 to 75
Developer Comment: Wrecking Ball's high mobility and potential for massive shield health have left him a bit too survivable after the overall damage and crowd control in the game have been tuned down. We are reducing the amount of additional shields he generates per target though the base 100 shields from the ability remains unchanged.
- Affected players’ loss of air control reduced from 1 second to 0.5 seconds.
Developer Comment: This change allows Wrecking Ball’s enemies to regain control of their movement more quickly to try and avoid attacks, making Piledriver combos a bit less deadly.
- Increased projectile speed from 10 to 12, causing the mines to spread out more.
- Reduced the activation time from 0.25 to 0.1 seconds.
Developer Comment: Wrecking Ball has a very active playstyle, but it often felt difficult to make good use out of his ultimate. This change allows him to spread out his Minefield further if he wants (especially from high in the air), while still allowing for a tighter cluster if he activates it near the ground.
- No longer cancels Roll mode.
Developer Comment: This will make Adaptive Shield a more powerful survival tool, since being forced out of Roll mode left Wrecking Ball more susceptible to fire.
References
- ↑ 2018-06-28, Michael Chu. Twitter. Accessed on 2018-06-28
- ↑ 2.0 2.1 2018-06-29, Overwatch's Latest Hero Is Wrecking Ball, A Hamster In A Mech. Kotaku, accessed on 2018-06-30
- ↑ 3.0 3.1 3.2 3.3 Wrecking Ball (Overwatch 2), Blizzard Entertainment. Accessed on 2022-10-05
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 NEW HERO FIRST LOOK: WRECKING BALL, Blizzard Entertainment, accessed on 2018-06-28
- ↑ 5.0 5.1 5.2 Overwatch 2, Wrecking Ball Quotes
- ↑ 6.0 6.1 6.2 6.3 6.4 2018-06-29, Developer Update | Introducing Wrecking Ball | Overwatch. YouTube, accessed on 2018-06-29
- ↑ Specimen 8's room, Horizon Lunar Colony
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 8.6 2018-06-29, [NEW HERO – COMING SOON Wrecking Ball Origin Story | Overwatch]. YouTube, accessed on 2018-06-29
- ↑ 9.0 9.1 2017-05-30, NEW DETAILS EMERGE ABOUT POSSIBLE FATE OF HORIZON LUNAR COLONY. Blizzard Entertainment, accessed on 2017-06-18
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 Wrecking Ball Live-Drawing & Art Discussion
- ↑ Specimen 8's room, Horizon Lunar Colony
- ↑ Junkertown posters
- ↑ The champion revealed.
- ↑ The Wastelander
- ↑ 2019-02-16, Michael Chu. Overwatch Forums, accessed on 2019-02-16
- ↑ https://www.reddit.com/r/Overwatch/comments/9g801z/til_if_you_play_the_ow_theme_on_dorados_bells/
- ↑ 2018-06-28. Developer Update | Introducing Wrecking Ball Accessed on 2018-06-28.
- ↑ 2019-09-23, NYCC 2019 Exclusive: Biohazard Wrecking Ball. Blizzplanet, accessed on 2019-09-25
- ↑ Blizzard Series 8 Blind Packs- 5 Pack Set, Blizzard Gear. Accessed on 2022-05-13
- ↑ 2018-06-21, Overwatch Twitter. Twitter, accessed on 2018-06-22
- ↑ 2018-06-21, IS OVERWATCH TEASING HERO 28?. IGN, accessed on 2018-06-22
- ↑ 2021-02-19, BlizzConline 2021 | Behind the Scenes of Overwatch 2 | Overwatch. Youtube @PlayOverwatch, accessed on 2024-04-16
- ↑ 2024-07-11, Overwatch 2 Reveals Alternate Transformers Characters, Secrets of New Collab (Exclusive). Comicbook, accessed on 2024-07-14
Heroes in Overwatch 2
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