The Complete Wrecking Ball Guide 2026
VOLLSTÄNDIGE ABSCHRIFT
Let's get started. His primary fire.
Quad cannons are a hit scan weapon,
meaning they have no travel time unlike
Hanzo, Torbjorn, or Junkrat or any other
projectile hero. The same moment you
click your mouse one, the bullets fire
immediately. This weapon does have some
fall off, meaning starting from a
certain distance. The further you are,
the less damage you deal. So, your
optimal firing distance is close to
mid-range and of course close range.
There are two ways you can reload his
weapon. Either in crap mode, I call it
crap mode, or in bull mode. I'm not
entirely sure the time difference
between reload animations, but you don't
have to look for it because it's
practically the same. I think both is
around 2 seconds and doesn't really make
any difference in game. So when you are
in a fight and you have to reload, pick
one of the reload options and stick to
it because you can literally reload
forever if you keep on switching between
two forms. There is some advantage in
reloading in ball form. However, because
it allows you to move faster and also it
hides your head hit box, so it's
possible to get headsh shot while in
bull mode and that's why reloading in
bull mode is better. You just take less
damage and it's easier to dodge bullets.
Now, let's talk about grapple. I think
it's one of the most fun abilities in
the game because it allows you to get
very creative with the character. It's
your mobility cooldown that allows you
to quickly reposition from one place to
another. When you attach your grapple
and start moving, you enter the fireball
state, which allows you to move super
fast, boop everyone on your way, and
deal 60 damage. There are two ways to
move even faster, though. The first is
jumping. Just like in real life physics,
a bouncing ball travels further than the
rolling one. So when you're fireballing
on the floor, you can spam jump to
maintain speed even after exiting
fireball mode. That's why I recommend
you buy jump additionally to scroll
wheel. A lot of people do that. It's a
little uncomfortable for me and also my
scroll wheel is broken, so I personally
don't do that. The other way to get more
speed is retracting. Retract shortens
the length of your grapple. And there
are multiple ways you can use this
ability. One of them is gaining speed.
If you retract me grappling and moving,
you will become much much faster. And
it's a super cool tech that I use all
the time. It can literally throw you
from spawn to objective within a few
seconds, making ball one of the fastest
heroes in the game. Another way to use
retract is to get to a high ground or
set up on an unexpected angle, which I
will talk about a little later. There's
a very important thing that you must
know about grapple and retract. When you
use your grapple and enter the fireball
state, your grapple will be active for
the next 6 seconds. Then it will
deactivate on its own and you'll have 5
seconds cool down on your grapple.
However, if you don't enter the fireball
state, it can stay grappled forever. And
if you detach, you will only have to
wait 1 second before being able to
grapple again. Unless you're being
controlled by some kind of stun, then in
that case, even if you didn't reach your
fireball, you will still get 5 seconds
cool down. And by the way, this is a
great way to save yourself from being
thrown out of the map.
Sorry.
Oh, what the hell? You guys do know I
have only 1 second cool down, right? By
default, your retract is bound to jump
button when you're grappled, which is
quite uncomfortable because you do want
to be able to jump while grappled. So, I
highly recommend switching that button
to quick melee. Overwatch has special
knockback distance rules, which can be
applied not only to Wrecking Ball, but
some other characters as well. Tanks
have boop resistance, so they have the
least travel distance. Squishy targets
have a pretty decent travel distance.
And targets that have increased speed
while being booped travel the furthest.
Yes, even tanks. This rule can also be
applied to Lucio boop, junk queen's
knife, and other knockback abilities.
Why do we need to know that? Sometimes
you may go for a boop on tank who's
close to an edge, exposing yourself to
risk and not being able to throw them
off the map because of knockback
resistance. Or maybe you're booping a
Lucio, but he travels so fast that he
flies over a pit. Or there are some map
places where it's actually easier to
boop a tank into the void than a squishy
target. Now, let's talk about pod drive.
Pad drive is possibly Wrecking Ball's
strongest ability, but at the same time,
the moment when you use it, you're the
most vulnerable. You're locked in an
animation for a solid period of time
during which you can't move, shoot, or
activate your other abilities. To
activate the pile driver, you have to be
a few meters above the ground. This is
where your grapple comes in very handy.
Whenever you see your pile driver icon
not red, it means that you can slam. If
you can't catch the timing to press your
pile driver button, instead of trying to
spam it, you better just hold the button
and you will never skip the frame. The
first frame you are able to pile drive,
you will pile drive if you hold the
button. There's a mustnote tech that
requires no skill whatsoever, but it's
extremely helpful. This is called pile
drive off ledge. To perform it, slide or
jump off the high ground you're standing
on and pile drive. This is very
important. Pile driver only launches you
forward in the direction where you're
looking while activating the MBT.
Meaning, if you look in the direction
opposite the ledge, you won't come back
on the ledge. Also remember that pile
driver is basically another jump in your
kit. So with this ability, you can
retake high grounds even if you're lower
than them. Pile driver deals 100 damage
if you land directly onto an enemy. It
works kind of like Doomfist alt. If
you're further from an enemy, you deal
less damage down to 20 points. But
anyone affected by the pod driver, no
matter how far they are from you, will
be launched upward, losing air control
for almost a second, making them easy
targets for some crit shots. A great
tip, if there are not so many counters
on the enemy team, you should try to
pile drive as often as it's possible,
but you have to be very patient with
your timings and probably also force out
some abilities like Ash's coach gun, for
example. If you know that Ash has coach
gun, don't just pile drive her cuz she
will coach gun away. If you'll be
accurate enough with your timings, you
may even make some great plays like
catching Winston or Doomfist mid jump
and making them stuck in your team. Now
for the ability that makes Wrecking Ball
a tank adaptive shield. It's a temporary
overhealth that builds depending on the
amount of enemies nearby when you're
activating the ability. This little
counter shows you how many enemies you
have near. The more enemies you have
nearby, the more shields you gain. 100
base and plus 100 per enemy. You can
reactivate shields again to share them
with your teammates and they will carry
them for the next 4 seconds. The catch
is you do waste a little bit amount of
shields from your own health pool.
However, there's a small tech that I
will share right now. So basically when
your shields are about to deactivate,
you can come to your teammates, share
your shields and they will keep on
carrying your shields for the next 4
seconds, although your shields have
already ended. So it's basically just
free over health for your teammates.
It's a cool thing to do when you're
diving the enemy backline and then
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