In this Overwatch Wrecking Ball guide, you'll learn the fundamentals of their abilities, unique play styles, and fundamental tips. Master ability combos, positioning, and matchup knowledge to excel with other Overwatch heroes!
OverwatchOverwatch Wrecking Ball Guide and Overview
Wrecking Ball Overview
Wrecking Ball is a disruption-first Tank built around mobility, area control, and chaos creation rather than raw frontline durability. He may be an adorable hamster, but he won’t hesitate to slam down and blow up the entire enemy team.
In team compositions,
Wrecking Ball's primary objective is to deny the enemy team space. No matter where they set up, Ball rolls in, boops them away, and tells them they can’t sit here. He doesn’t hold ground in the traditional sense, but he steals attention and cannot be ignored. By forcing multiple enemies to respond to him at once, Ball removes pressure from his team.
He excels at isolating vulnerable enemies and controlling the pace of fights. When played correctly, the enemy team can never relax or fully focus on what is in front of them because they never know when he’ll come rolling in.
TLDR
Play As
- Scout before fully committing. Roll through without using
Adaptive Shield to learn enemy positions and bait out their crowd control. - Path to attack from the enemy's rear or flank. Don’t roll or swing head-on into the enemy because that will make it easy for them to stop you.
- Go airborne, drop
Minefield, then slam down to boop and keep enemies in your Mines.
Play Against
- Track his
Adaptive Shield. If he hasn’t used them, don’t use your stuns yet, or he’ll easily survive. - Pick a hero with kockbacks or stuns. Dealing with Ball is very hard without good CC.
- Don’t get isolated. Instead, position with at least one teammate so you don’t get caught in a 1v1 with Ball.
Strengths And Weaknesses Summarized
- Great mobility
- Disruptive hero
- Great at stalling
- Vulnerable to CC
- Requires good game sense
- Difficult to play
Strengths And Weaknesses Explained
Strengths
Unmatched Mobility
Wrecking Ball can traverse enormous distances very quickly.
Grappling Claw is also a short cooldown, so he can reposition often. There’s nowhere on a map that
Wrecking Ball cannot quickly access.
Disruptive
Boops and knock-ups break enemy positioning and force them into disadvantageous areas.
Wrecking Ball can knock the entire enemy team off high ground, and by the time they get back, he will definitely have another grapple.
Stalling
Adaptive Shield, health packs, quick movement, and spin to win. No one is better than
Wrecking Ball at stalling objectives and buying time for the rest of their team to return to the objective. He’s very difficult to eliminate and often wastes a ton of the enemy's time.
Weaknesses
Vulnerable to Crowd Control
Unless he’s using Adaptive Barrier, Ball doesn’t have much counterplay to CC outside of just tanking the damage. Against teams that have multiple heroes with stuns, he really struggles to do anything.
Relies on Game Sense
Wrecking Ball isn’t so lethal that he can just mow over a team. Instead, he needs to have a keen understanding of what the enemy is trying to do, and know how to interrupt or stop their plan. It’s also crucial for
Wrecking Ball players to track cooldowns and enemy positions. There is a lot to keep track of, and if you're just swinging and slamming without a clear purpose, you're going to lose a lot of games.
Mechanically Demanding
To really excel on
Wrecking Ball, you need to spend a good amount of time learning his specific tech. Wall jumps, double boops, sling shots, and grapple retraction are just a few of the things you’ll need to learn to maximize his kit. You also need quick reflexes to keep up with his speed, and excellent tracking to finish off enemies you booped and slammed.
Wrecking Ball Ability Tips
Primary Fire: Quad Cannons
Tips for
Quad Cannons
- You can poke a bit to distract the enemy team, farm some Ult charge, but it's not very good ranged damage.
- The main use for your primary fire is to follow up on your rolls and slams. After you get the enemy low, burn through the rest of their health with primary fire and melee.
Secondary Fire: Grappling Claw
Tips for
Grappling Claw
- Use
Grappling Claw to access high ground, scout safely, and create unpredictable engage angles. - Do not force attacks early. Remember, you are way faster than anyone else on your team. Avoid feeding by attacking the entire enemy team before your team arrives.
- While dueling, you can grapple anywhere above you and retract to get the height needed for a slam.
[SHIFT]: Roll
Tips for
Roll
- Think of
Roll as your primary movement tool instead of
Grappling Claw. Using
Roll to reposition or engage allows you to save
Grappling Claw cooldown. - Avoid long, exposed rotations; always choose the shortest path to cover so you don’t get killed while rolling around.
[Crouch]: Pile Driver
Tips for
Piledriver
- Best used after scouting and identifying what heroes the enemy is playing. Don’t
Piledriver into heroes like
Cassidy or
Ana unless you know for a fact they just used their stun. - Can be performed from ledges. The ground just needs to be far enough below
Wrecking Ball to trigger
Piledriver after that, he can move back onto higher ground for the actual slam.
[E]: Adaptive Shield
Tips for
Adaptive Shield
- The amount of shields generated scales with the number of nearby enemies. Make sure to use them after you are fighting and near enemies, not before you engage.
- If there’s no immediate threat of death, like multiple stuns or you are very low on HP, save shields and rely on movement, Support healing, and cover to survive.
- Always try to force out the enemy's best crowd control abilities without committing
Adaptive Shield; that way, you can roll out, then re-engage with shields before they get their cooldowns again.
Ultimate: Minefield
Tips for
Minefield
- Go airborne (by rolling from high ground or swinging in), drop
Minefield, then
Piledriver to launch up enemies, keep them near your
Minefield. - The objective area is the main zone you should be dropping mines on.
- Drop mines behind the enemy frontline to prevent their retreat and separate them from the rest of their team.
Perks
Minor Perks
Steamroller
- Not very impactful as an extra 60 damage on Tanks isn’t making a notable difference. Also, Tanks should not be your main target.
Multi-Ball
- Extra area denial and counterplay to escapes. For example, if you try to slam and drop mines on a
Moira but they Fade away, chase them, then drop the additional mines to trap them for a kill. - Even better when you save
Grappling Claw for after your Ult. Use high ground to roll in instead of swinging so you can immediately chase.
Major Perks
Hang Time
- Good against squishy heroes with poor mobility like
Zenyatta or
Hanzo.
Adaptive Barrier
- Very strong as it gives you direct counterplay against crowd control, such as
Roadhog
Chain Hook and
Ana's
Sleep Dart.
Maps
Coming Soon!
Team Comp Synergies
Coming Soon!
How to Counter Wrecking Ball
Coming Soon!
Table of Contents
Role Passive: Tank
Tank
- Tank heroes reduce knockbacks and critical damage received. They have less ultimate generated by healing and damage received, and increased base health in Role Queue game modes.