
PRIMARY FIRE
Quad Cannons
Automatic assault weapons.
tank
Initiator
Hammond - Age 16
Horizon Lunar Colony (formerly), Junkertown (formerly)
Hit Points
725450 Health - 125 Armor - 150 Shields

A resourceful and highly intelligent mechanic and fighter, Wrecking Ball rose from the laboratories of Horizon Lunar Colony to become the Junker Queen’s champion.

PRIMARY FIRE
Automatic assault weapons.
PASSIVE
Reduces the amount of ultimate charge enemies gain from your damage taken.
PASSIVE
Reduces knockback and ultimate generation from damage taken. Reduces the amount of ultimate charge enemies gain from your damage taken by 25%.

SECONDARY
Fire a grappling claw that latches onto terrain. Hold to swing around the anchor point, building speed and damaging enemies on contact with Roll for up to 60 damage (100 at max speed).

SHIFT
Transform into a rolling ball, increasing movement speed. Roll impacts deal up to 60 damage (100 at max speed) and knockback. Cannot use weapons while rolling.

EXTRA
While airborne at least 3.5 meters above a surface, slam into the ground below dealing up to 100 damage and launching enemies upward. Bound to Crouch. Requires Roll form.

E
Generate a temporary personal barrier absorbing up to 100 damage plus 75 per nearby enemy. Barrier health decays after 7 seconds. 12 second cooldown.

ULTIMATE
Deploy 15 proximity mines in a wide spread. Each mine deals 165 damage and knocks back enemies within 1.5 meters. Mines last 16 seconds and arm after 1.25 seconds.
PASSIVE
Receive reduced knockback and grant less Ultimate charge to enemies from damage and healing.

PRIMARY
Dual fast-firing automatic cannons dealing 5 damage per shot at 25 rounds per second. 80 ammo capacity. Effective at close to medium range.
Minor Perks

Steamroller
Roll impacts deal 100% more damage to Tanks (120 damage vs tanks).

Multi-Ball
Press Ultimate within 5 seconds after using Minefield to deploy 7 additional mines.
Major Perks

Adaptive Barrier
Adaptive Shield generates a 150 HP barrier on activation lasting 1.5 seconds.

Hang Time
Piledriver winds up longer, gaining air control and dealing up to 50% more damage (up to 150).

Adaptative Barrier
Adaptive Shield generates a 1.5 second barrier on activation.