Wreckingball tips

Hello all, I have recently began playing ball and learning his mechanics, yet im having some trouble. against squishes 1v1 or even 1v2, I can usually take them out easily. But as for a team fight as a whole, I haven’t figured out how to really have a consistent impact for the benefit of the team. looking for some tips or mechanical tricks, whatever you guys do to play ball the best way.

Thanks!

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When I play Ball in a team fight, I play him as a distruptor, interferring with enemy attacks. Then when I get low on health, I roll away quickly!

And when my Ult is ready i wait for my team to do some distracting then I activate shield, swing in on my grapple and unload my bombs over the entire enemy team. Kaboooom! :bomb: :collision:

If you get really good at grapple-swinging, you can knock enemies off the map so i suggest practice attacking with your grapple hook as much as possible.

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what about rolling to shooting ratio? when should i concentrate on BLASTIN and when should I be rollin?

You will find better help on Reddit (Google: r/WreckingBallMains )

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wish I could, on corporate servers so they got alot of stuff blocked

I typically use rolling for escape on low health and shooting when Im at full health, attacking with my team or if enemies are at critical health. If a skilled Support is nearby, fire those guns! Just glance at your health on occassion to prevent deaths.

Using your guns is also a great distraction tactic such as if one of your teammates has a damage-focused Ult ready (like Hanzo for example). Ive found his guns quite versatile in a team setting!

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Get used to his movement first. I recommend trying out a parkour wrecking ball course. This will help you learn how to throw yourself round obstacles, and make him more predictable.

Next. Ball is hard dive. You wanna be flanking round, and smashing through the back line a lot. The more time the healers are busy, the more time your team can smash through the rest of their team.

Once your rope is recovered, check your health bar, and predict the outcome of the fight. Enemy HP, who’s focusing you, and what CC (Crowd control. Stuns, hinders…) they got. If you don’t think you can get anymore value out of the engagement, then retreat, find health packs, wait for your shield cooldown to recover, and then go back in for more.

Another thing is the bowling ball technique. If your team are struggling to make ground, then grappling onto walls the same height will throw you forward, allowing you to smash through their front line, knocking everyone out the way.

Grapple up for vertical movement. Grapple low for speed. Holding space bar shortens the rope.

Smash down, and then shield immediately. The more enemies around you, the more shield you are granted. When you retreat, give your shield to alies who are still fighting, while you go get your health back.

Using ultimate. There is 2 ways. Use it in the air, then pile drive to gain control over a wider area. Pile drive then ult to make a smaller but more dead area. A good trick you can do, but it takes practice. Ult in the back line behind the enemies. Then follow up with the bowling ball, and smash them back into it.

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Pile drive the back line. Shoot until your need to reload, and then retreat. You basically never want to reload in blasting mode. Your weapons reload automatically when rolling. If you need to reload and your target is 1 hit. Grapple into a wall next to them, and propel yourself forward to smash into them.

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Most everything else i understand, but for some reason I always forget that you get more shield the more enemies are around you, just a great mechanic that i need to employ better

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Turn off all chat and voice.

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I’m not amazing with him but he is a lot of fun to play. I think one of the main things is just that you don’t want to 1v6, which is quite easy to do if you’re impatient and not aware of what your team is doing. A bit like Tracer. They’re both really fast and your team won’t necessarily have caught up with you sometimes.

You wanna get behind and above the enemy team all the time, rather than going through them from the front. At the start of games, immediately get to a good high ground position and when your team catches up, engage their backline.

I could be wrong or oversimplifying but I think there’s kinda two main ways to play him. Targeting and repeatedly killing squishy heroes, or not really trying to do that as much and disrupting them instead and basically doing more tanking.

Killing heroes I find it best to get high up and piledriver over and over. If you start high up and then you still have grapple to get away or to finish them off with rolling through them.

If you’re doing the disruption more than targeting for kills, you wanna maximise the shields you’re getting, and maybe don’t always just focus on piledriving, you can do more just rolling through the team and taking their attention away from your team, while getting massive shields and soaking up damage.

In both cases you wanna play for health packs and be constantly moving around getting those rather than only needing your team to heal you cos most of the time they won’t be able to see you or won’t be able to keep up and help you enough with that. Though I will often try to get back to them to help them with ult charge when I’m really low and it’s convenient to do that.

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Great point about Health Packs :ok_hand::ok_hand:

When Im playing Support and a skilled Ball is on my team, i have real tough time healing the friendly Ball! Typically they are moving so fast, I cant track them to heal them. So my advice would be locate health packs, use them, and stop near friendly Supports when low on health (with no enemies nearby). This should improve your survivability. :hamster::+1:

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Just watch some good ball players on youtube thats all you need

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First tip is shouldn’t have asked here for tips, its the same three posters on this thread who don’t even play the character giving you poor advice.

It’s good to track always where is your team, because you want to piledrive when they are able to use it on their advantage a lot of times or push them so they get out of their cover.
Sometimes you can kill by yourself with bump + piledrive + machinegun to the head, but if someone is healing your target is going to be nearly impossible, so if you see this is going to happen I would start thinking how to get away.

Although you don’t need to obsess, I think the way to expertise with wrecking ball is using hookshot and being able to bump several times the same target with it so the place you put the hookshot is importante, but doing it bad is going to give you the other result where you die without adding value so I think is not good to obsess about it.

In the end, going to annoy/distract their team/backline, distracting them but always thinking a route of how you go in and get back, or get towards a health kit is what you would do normally, and a lot of times even if you feel like you do a lot, if your team don’t follow you you are going to lose anyway so you should accept it.
Only take big risks if you have shield, I wouldn’t go through their team if I didn’t have it.

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You should have a good understanding of positioning tactics so you can knock them into poor positions. An easy one is to knock the enemy tank forward into an over extension.

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I also second the Reddit https://www.reddit.com/r/WreckingBallMains/

From home/your personal phone’s mobile data connection (not work WiFi).


Do you play any other (hard) dive heroes? What tier do you play in and on which platform?

  • Ball is the disruptor tank. The more you disrupt the enemy team at the correct engagement time, the more success you will see.

  • You don’t need to get kills to do your job properly; you need to pull enemy attention and resources (cooldowns) to set up your team for success by creating windows (and space) where your team can apply solid pressure and the enemy team has fewer resources to respond after spending them on you. There is a dance/push-pull to this. Finding the right rhythm for your lobbies can be the hardest part about playing Ball. Your role is disruption, taking space, and soaking enemy attention and cooldowns.

  • Put the work in to get your mechanics and basics down, but keep in mind some of the most advanced techs are just for flash and flair. Ball takes time to learn. Your basic mechanics and understanding different kinds of engagements will be your bread and butter. Learn when to scout for information versus when to engage. You should also load into custom maps to swing around and learn where everything is, what rollouts work, and ideal grapple points to do whatever you need to to. Eventually, these things become second nature.

  • Learn to maximize your uptime and you often get to choose when you die. Sometimes a little self-sacrifice to secure objective progress is necessary (but you shouldn’t be dying often). A couple counters aren’t a problem, but some nasty combos can completely delete Ball and rob you of all your value. Zarya is a great answer to a lot of Ball counters.

  • Understand that your teammates will work against you. This is unavoidable. Ball is not the most intuitive hero to play alongside and a lot of filthy casuals simply will never care to learn how to leverage his engagement windows. That’s not on you, and tank does not automatically mean a babysitter. That being said, learn when to swap off and understand at what level your counters are too much for your personal playstyle. Sometimes when Ball doesn’t work but you still have a drive to dive, Winston can do a ton of the same things while having a big friendly bubble your team will understand to shoot through or use for cover. His mechanics are way more forgiving, as well.
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If you have 2-3 of them looking at you, you DONT need to confirm a kill you need to NOT DIE.

Then it’s up to your team to realize you have the enemy hyper focus on you and to push your pressure to try and confirm kills.

Most people that hate playing with a ball will never understand this.

But if you’re dying you’re doing it wrong.

Also zen and widow should be free kills or at the very least force them to waste a ton of resources peeling.

It’s about pressure uptime.

If you flee and take 10-20 sexonds to get back in their face play a different tank because your team will likely get themselves killed in the 5v4

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