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The Complete Wrecking Ball Guide 2026

32m 40s6,166 単語876 segmentsEnglish

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0:02

Let's get started. His primary fire.

0:05

Quad cannons are a hit scan weapon,

0:07

meaning they have no travel time unlike

0:09

Hanzo, Torbjorn, or Junkrat or any other

0:12

projectile hero. The same moment you

0:14

click your mouse one, the bullets fire

0:16

immediately. This weapon does have some

0:18

fall off, meaning starting from a

0:20

certain distance. The further you are,

0:23

the less damage you deal. So, your

0:25

optimal firing distance is close to

0:27

mid-range and of course close range.

0:29

There are two ways you can reload his

0:31

weapon. Either in crap mode, I call it

0:34

crap mode, or in bull mode. I'm not

0:36

entirely sure the time difference

0:38

between reload animations, but you don't

0:40

have to look for it because it's

0:42

practically the same. I think both is

0:44

around 2 seconds and doesn't really make

0:46

any difference in game. So when you are

0:48

in a fight and you have to reload, pick

0:51

one of the reload options and stick to

0:54

it because you can literally reload

0:56

forever if you keep on switching between

0:58

two forms. There is some advantage in

1:00

reloading in ball form. However, because

1:03

it allows you to move faster and also it

1:06

hides your head hit box, so it's

1:08

possible to get headsh shot while in

1:09

bull mode and that's why reloading in

1:12

bull mode is better. You just take less

1:14

damage and it's easier to dodge bullets.

1:16

Now, let's talk about grapple. I think

1:18

it's one of the most fun abilities in

1:20

the game because it allows you to get

1:21

very creative with the character. It's

1:24

your mobility cooldown that allows you

1:25

to quickly reposition from one place to

1:27

another. When you attach your grapple

1:29

and start moving, you enter the fireball

1:32

state, which allows you to move super

1:34

fast, boop everyone on your way, and

1:36

deal 60 damage. There are two ways to

1:38

move even faster, though. The first is

1:40

jumping. Just like in real life physics,

1:43

a bouncing ball travels further than the

1:45

rolling one. So when you're fireballing

1:48

on the floor, you can spam jump to

1:50

maintain speed even after exiting

1:52

fireball mode. That's why I recommend

1:54

you buy jump additionally to scroll

1:56

wheel. A lot of people do that. It's a

1:58

little uncomfortable for me and also my

2:00

scroll wheel is broken, so I personally

2:02

don't do that. The other way to get more

2:04

speed is retracting. Retract shortens

2:07

the length of your grapple. And there

2:09

are multiple ways you can use this

2:10

ability. One of them is gaining speed.

2:13

If you retract me grappling and moving,

2:16

you will become much much faster. And

2:18

it's a super cool tech that I use all

2:20

the time. It can literally throw you

2:22

from spawn to objective within a few

2:24

seconds, making ball one of the fastest

2:26

heroes in the game. Another way to use

2:29

retract is to get to a high ground or

2:31

set up on an unexpected angle, which I

2:33

will talk about a little later. There's

2:35

a very important thing that you must

2:37

know about grapple and retract. When you

2:39

use your grapple and enter the fireball

2:41

state, your grapple will be active for

2:43

the next 6 seconds. Then it will

2:46

deactivate on its own and you'll have 5

2:48

seconds cool down on your grapple.

2:50

However, if you don't enter the fireball

2:52

state, it can stay grappled forever. And

2:55

if you detach, you will only have to

2:57

wait 1 second before being able to

2:59

grapple again. Unless you're being

3:01

controlled by some kind of stun, then in

3:04

that case, even if you didn't reach your

3:07

fireball, you will still get 5 seconds

3:09

cool down. And by the way, this is a

3:11

great way to save yourself from being

3:13

thrown out of the map.

3:16

Sorry.

3:19

Oh, what the hell? You guys do know I

3:22

have only 1 second cool down, right? By

3:25

default, your retract is bound to jump

3:27

button when you're grappled, which is

3:29

quite uncomfortable because you do want

3:31

to be able to jump while grappled. So, I

3:33

highly recommend switching that button

3:35

to quick melee. Overwatch has special

3:37

knockback distance rules, which can be

3:39

applied not only to Wrecking Ball, but

3:41

some other characters as well. Tanks

3:43

have boop resistance, so they have the

3:45

least travel distance. Squishy targets

3:47

have a pretty decent travel distance.

3:50

And targets that have increased speed

3:51

while being booped travel the furthest.

3:54

Yes, even tanks. This rule can also be

3:57

applied to Lucio boop, junk queen's

3:59

knife, and other knockback abilities.

4:01

Why do we need to know that? Sometimes

4:03

you may go for a boop on tank who's

4:05

close to an edge, exposing yourself to

4:07

risk and not being able to throw them

4:09

off the map because of knockback

4:11

resistance. Or maybe you're booping a

4:13

Lucio, but he travels so fast that he

4:16

flies over a pit. Or there are some map

4:19

places where it's actually easier to

4:21

boop a tank into the void than a squishy

4:24

target. Now, let's talk about pod drive.

4:26

Pad drive is possibly Wrecking Ball's

4:28

strongest ability, but at the same time,

4:30

the moment when you use it, you're the

4:32

most vulnerable. You're locked in an

4:35

animation for a solid period of time

4:37

during which you can't move, shoot, or

4:39

activate your other abilities. To

4:41

activate the pile driver, you have to be

4:44

a few meters above the ground. This is

4:46

where your grapple comes in very handy.

4:49

Whenever you see your pile driver icon

4:51

not red, it means that you can slam. If

4:54

you can't catch the timing to press your

4:55

pile driver button, instead of trying to

4:58

spam it, you better just hold the button

5:00

and you will never skip the frame. The

5:02

first frame you are able to pile drive,

5:04

you will pile drive if you hold the

5:07

button. There's a mustnote tech that

5:09

requires no skill whatsoever, but it's

5:11

extremely helpful. This is called pile

5:14

drive off ledge. To perform it, slide or

5:16

jump off the high ground you're standing

5:18

on and pile drive. This is very

5:20

important. Pile driver only launches you

5:23

forward in the direction where you're

5:25

looking while activating the MBT.

5:28

Meaning, if you look in the direction

5:30

opposite the ledge, you won't come back

5:32

on the ledge. Also remember that pile

5:34

driver is basically another jump in your

5:37

kit. So with this ability, you can

5:39

retake high grounds even if you're lower

5:42

than them. Pile driver deals 100 damage

5:45

if you land directly onto an enemy. It

5:48

works kind of like Doomfist alt. If

5:49

you're further from an enemy, you deal

5:51

less damage down to 20 points. But

5:54

anyone affected by the pod driver, no

5:56

matter how far they are from you, will

5:59

be launched upward, losing air control

6:01

for almost a second, making them easy

6:04

targets for some crit shots. A great

6:06

tip, if there are not so many counters

6:08

on the enemy team, you should try to

6:10

pile drive as often as it's possible,

6:12

but you have to be very patient with

6:14

your timings and probably also force out

6:16

some abilities like Ash's coach gun, for

6:19

example. If you know that Ash has coach

6:20

gun, don't just pile drive her cuz she

6:23

will coach gun away. If you'll be

6:25

accurate enough with your timings, you

6:26

may even make some great plays like

6:29

catching Winston or Doomfist mid jump

6:31

and making them stuck in your team. Now

6:33

for the ability that makes Wrecking Ball

6:35

a tank adaptive shield. It's a temporary

6:39

overhealth that builds depending on the

6:41

amount of enemies nearby when you're

6:43

activating the ability. This little

6:45

counter shows you how many enemies you

6:47

have near. The more enemies you have

6:49

nearby, the more shields you gain. 100

6:51

base and plus 100 per enemy. You can

6:54

reactivate shields again to share them

6:56

with your teammates and they will carry

6:58

them for the next 4 seconds. The catch

7:01

is you do waste a little bit amount of

7:03

shields from your own health pool.

7:05

However, there's a small tech that I

7:07

will share right now. So basically when

7:09

your shields are about to deactivate,

7:11

you can come to your teammates, share

7:14

your shields and they will keep on

7:16

carrying your shields for the next 4

7:18

seconds, although your shields have

7:19

already ended. So it's basically just

7:22

free over health for your teammates.

7:23

It's a cool thing to do when you're

7:25

diving the enemy backline and then

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