I love damage numbers, and not a lot of resources seem to be highlighting the exact numbers of the latest hero, and what they mean. I did some digging, and this is what I found:
Wrecking Ball
500 health
100 armor
5.5m movespeed (normal)
(Note: He has a large, circular hitbox in both of his forms. It’s like Zenyatta syndrome on steriods. Even though he has a metric ton of HP and is difficult to headshot, he’s a very easy target for heroes that have spread)
Quad Cannons (Primary fire)
Fires 25 shots per second, each dealing 2.5-5 damage (falling off between 15-25m), hitscan, can headshot. Holds 80 rounds. Has a slight spread, wider than Orisa, but smaller than Soldier at max bloom.
[DPS = 125]
[Can shoot for 3.2 seconds before having to reload]
(Note: Hammond’s falloff brings him down to 50% of his maximum rather than 30%, similar to the changes to other heroes currently on the PTR. This means that the devs think of him as a midrange hitscan hero.)
Grappling Claw (Secondary fire)
The claw can grab terrain up to 18m away (for reference, Widow’s Grappling Hook has a range of 20m), and swinging allows him to reach a maximum movespeed of 20m per second.
He can hold onto the max speed for 1.5 seconds after hitting the ground.
Hitting an enemy while at max speed deals 50 damage and knocks them back.
5-second cooldown, which starts after the claw detatches.
Roll (Shift/L1)
He rolls into a ball, increasing his movespeed to 10m, hiding his head hitbox, and preventing him from shooting. He can still reload while in this form. No duration limit, 1-second cooldown.
Adaptive Shield (E/L1)
Gives Hammond 100 shield HP, plus an additional 100 HP for each enemy within 7m of him. The shields last for 7 seconds. 15-second cooldown. Activating this ability will cancel Roll.
(Note: Currently on the PTR, damaging these shields will NOT give the enemy ult charge. This may be a feature or a bug. If it’s a feature, it’d be amazing if Lucio’s Sound Barrier and Doomfist’s Best Defense could get this treatment as well.)
Piledriver (Ctrl/O/B)
After a 0.5-second delay, he slams into the ground, dealing 100 damage to enemies right underneath him, falling off linearly over a 10m area. Enemies struck are knocked 10m in the air. 10-second cooldown. Can only be used if Hammond is at least 10m in the air.
Minefield (Ultimate)
Wrecking Ball drops 15 proximity mines in a set pattern (One in the center, six in a circle around the middle, eight in a circle around that). Each mine has 50 HP. If an enemy gets too close to a mine, it explodes, dealing 130 damage and knocking them away.
(Note: Currently, Hammond can still regain ult charge while the mine field is active, though the mines themselves don’t provide ult charge. This may be a feature or a bug.)
Overall, Wrecking Ball has a ton of HP and mobility with decent damage, but is limited by his large, circular hitbox, high-skill mobility, lack of hard CC, and inability to mitigate damage to his teammates. He is like a dive variant of Roadhog; his job is to bully the enemy team and force them to focus him over his teammates.
A perfect damage combo for Wrecking Ball consists of:
Grappling Claw -> Piledriver -> Quad Cannons
This combo gives him a TTK of ~1.1 seconds on 200 HP heroes, depending on his aim with Piledriver and Quad Cannons.