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Ready to Dice - Full Build Friday - Wrecking Ball

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About This Title

Out in the wilds of the internet, I saw somebody postulating on the possibility of building Wrecking Ball. I haven't played Overwatch since it was free, so I think I missed out on this guy. However, I think it's a neat build and after reading up on his kit, I had an idea for him. Now, I am a little worried that some parts of it might be too similar to the Peni Parker and Sp//dr build, but I did what I could to make them distinct.

Nevertheless, this build is conceptualized entirely in a vacuum, with choices made in my best attempt to fit the character. These choices may not hold up in a campaign with different themes and should be adjusted accordingly.

Have a ball and go ham with the powerhouse pair of Hammond and Wrecking Ball from Overwatch!

WRECKING BALL

CHARACTER Hammond

SOURCE Overwatch

BUILD GOALS

o    Wrecking Ball is an initiator tank hero from Overwatch who is actually a hyper intelligent hamster that operates a spherical mecha that he maintains and upgrades

o    For a time, he fought in the mecha battle arena of the Junkers and became close with them

o    His mech is equipped with Quad Cannons, automatic assault cannons that are meant to operate at mid-range

o    He can launch a Grappling Claw to swing from a point and crash into enemies to damage and knock them back and has Roll as another movement ability where he transforms into a ball and speeds up

o    Activating Adaptive Shield grants him extra temporary health and can be reactivated to distribute this extra health to nearby allies

o    If airborne, Wrecking Ball can trigger Piledriver to slam into the ground to damage and launch enemies upward

o    The rather simply named Minefield deploys a massive field of proximity mines

LEVEL 1

Ancestry & Heritage: Running Awakened Animal

o    Ability Boosts & Flaws: +Constitution, +Wisdom, +Charisma, -Intelligence

o    Ancestry Feat: Learn By Watching

o    Skill Increase: Performance (T)

o    Size: Tiny

Background: Clockfighter

o    Ability Boosts: +Charisma, +Constitution

o    Skill Increase: Crafting (T), Gladiatorial Lore (T)

o    Background Feat: Experienced Professional

Class & Subclass: Construct Summoner

o    Class Ability Boost: +Charisma

o    Skill Increase: Acrobatics (T), Athletics (T), Arcana (T), Crafting (T), Stealth (T), Thievery (T)

o    Evolution Feat: Advanced Weaponry – Shove

o    Eidolon: Str +4, Dex +2, Con +3, Int +1, Wis +0, Cha -1. Belly (shove, trip, 1d8 bludgeoning), Foot (agile, finesse, 1d6 bludgeoning)

o    Suggested Spells: Cantrips – shield, slashing gust; 1st – endure, force barrage

Details

o    Ability Boosts: +Dexterity, +Constitution, +Intelligence, +Charisma (Str +0, Dex +1, Con +3, Int +0, Wis +0, Cha +4)

The first part in representing Wrecking Ball is figuring out how to cover his identity as Hammond the hamster. For that, awakened animal is pretty much perfect, especially with the running heritage and the Tiny size. Given how he picked up an expanse of his knowledge while on the moon base, Learn by Watching fits in nicely through the Performance training it provides is inspired by the time he spent in the arenas of the Junkers. Clockfighter further carries on that idea and even provides him with Gladiatorial Lore and Experienced Professional so that he’s better at earning money in the ring. To get him the mecha minion that lets him perform in said ring, he’ll need the summoner class with a construct eidolon to represent Wrecking Ball itself. My main issue with this is whether to build WB as a Dex or Str-focused construct because while the former better suits its use of Quad Cannons, the latter will benefit the focus on his kit of shoving and knocking people around. Advanced Weaponry for the shove trait further aids in that regard. For spells, Hammond can protect himself with shield, dish out damage with slashing gust which has a decent fire rate by virtue of potentially hitting two targets, and then endure as a way to shield WB per his Adaptive Shield. I’d also consider force barrage as another way to fire at foes and not interfere with WB’s attacks.

LEVEL 2

o    Class Feat: Steed Form

o    Skill Feat: Quick Repair

o    Gear: cloak of feline rest

LEVEL 3

o    General Feat: Toughness

o    Skill Increase: Athletics (E)

o    Gear: handwraps of mighty blows (+1), cloak of feline rest, stalk goggles

LEVEL 4

o    Class Feat: Ranged Combatant

o    Skill Feat: Electrical Engineer

o    Gear: crafter’s eyepiece, handwraps of mighty blows (+1), brooch of shielding, cloak of feline rest

LEVEL 5

o    Ability Boosts: +Dexterity, +Constitution, +Intelligence, +Charisma (Str +0, Dex +2, Con +4, Int +1, Wis +0, Cha +4.5)

o    Eidolon Ability Boosts: +Strength, +Dexterity, +Constitution, +Wisdom (Str +4.5, Dex +3, Con +4, Int +1, Wis +1, Cha -1)

o    Ancestry Feat: Scurry!

o    Skill Increase: Crafting (E), Computers (T)

o    Suggested Spells: 3rd – Ibex’s harvest

o    Gear: handwraps of mighty blows (+1 striking), golden legion epaulet, crafter’s eyepiece, brooch of shielding, cloak of feline rest, stalk goggles

This block sets up the basics of Wrecking Ball with Steed Form providing a way for Hammond to roll around in his mecha mate. Furthermore, Ranged Combatant can recreate his Quad Cannons and are the main reason why I would consider using Dexterity as its main stat but I think Strength ultimately suits it better. With Hammond being the little hamster that assembled, maintained, and upgraded his ballsy bionic buddy, I went for Crafting feats on him and started with Quick Repair and Electrical Engineer as some of the basic options. Toughness enhances his durability and befits a so-called tank while Scurry! is a fun option that I’ve never used before. It’s limited to Tiny creatures and it lets Hammond run for cover at the start of an encounter, potentially after he’s been out scouting for the party. There is also a very important spell here in the form of Ibex’s harvest, which can grant temporary HP like endure or can be cast as three actions to hit one creature but then provide temp HP to the remaining creatures in a 10-ft emanation. This is honestly one of the better methods to resemble the recast effect of their Adaptive Shield.

LEVEL 6

o    Class Feat: Reinforce Eidolon

o    Skill Feat: Tech Crafting

o    Gear: +1 explorer’s clothing, handwraps of mighty blows (+1 striking), wand of crushing leaps, crafter’s eyepiece, brooch of shielding, trusty heltmet

LEVEL 7

o    General Feat: Robust Health

o    Skill Increase: Athletics (M)

o    Gear: ring of the ram, +1 explorer’s clothing, wand of shardstorm (1st-rank), handwraps of mighty blows (+1 striking), golden legion epaulet, crafter’s eyepiece

LEVEL 8

o    Class Feat: Magical Understudy

o    Skill Feat: Inventor

o    Gear: beast staff, lesser grub gloves, ring of the ram, +1 explorer’s clothing, handwraps of mighty blows (+1 striking), wand of crushing leaps

LEVEL 9

o    Ancestry Feat: Natural Senses – Tremorsense (imprecise) 30 feet

o    Skill Increase: Crafting (M)

o    Suggested Spells: 5th – instant minefield

o    Gear: +1 resilient explorer’s clothing, beast staff, red thread knot, ring of the ram, wand of shardstorm (1st-rank), handwraps of mighty blows (+1 striking)

LEVEL 10

o    Ability Boosts: +Dexterity, +Constitution, +Intelligence, +Charisma (Str +0, Dex +3, Con +4.5, Int +2, Wis +0, Cha +5)

o    Eidolon Ability Boosts: +Strength, +Dexterity, +Constitution, +Wisdom (Str +5, Dex +4, Con +4.5, Int +1, Wis +2, Cha -1)

o    Class Feat: Weighty Impact

o    Skill Feat: Percussive Maintenance

o    Skill Increase: Piloting (T)

o    Gear: armbands of athleticism, +1 resilient explorer’s clothing, greater backfire mantle, beast staff, ring of the ram, handwraps of mighty blows (+1 striking)

Further demonstrating the durability of this powerhouse pair is Reinforce Eidolon, a feat that provides a focus cantrip of the same name to increase Wrecking Ball’s defenses and provide it with resistance, along the lines of the armor that makes up its health. Wrecking Ball can protect itself with Magical Understudy granting it shield and I thought I might be able to use this to resemble its Grapple Claw with inside ropes. Except, arcane is the only tradition that the cantrip isn’t on. So just looking for something else that suits you. Weighty Impact makes it easier for Wrecking Ball to knock enemies down and around, in the veins of his Grappling Claw and Piledriver. Additionally, through the reconfigured evolution feature, Wrecking Ball can gain Alacritous Action to enhance his Speed and resemble a bit of his Roll. Tech Crafting fits in with his sci-fi setting though I’d probably go for Magical Crafting if you are playing in more of a Pathfinder setting. Likewise, Percussive Maintenance gives him a way to smack items back into functionality but that isn’t very useful in a Pathfinder setting. You could consider Snare Crafting instead given his use of mines. However, Inventor is good in either setting! Robust Health makes it easier for the pair to be restored after being damaged, and Natural Senses is based on the fact that hamsters are actually naturally burrowing creatures. When it comes to spells, the big one for the block, honestly, the massive one, is instant minefield. This gives us a way to resemble the Minefield ultimate and is absolutely going to get signatured as a spell.

LEVEL 11

o    General Feat: Ancestral Paragon – You’re So Cute!

o    Skill Increase: Piloting (E), Society (T)

o    Gear: handwraps of mighty blows (+2 striking), armbands of athleticism, wand of shardstorm (3rd-rank), +1 resilient explorer’s clothing, beast staff, red thread knot

LEVEL 12

o    Class Feat: Magical Adept

o    Skill Feat: Adventurous Outfitter

o    Eidolon Suggested Spells: 1st – fleet step

o    Gear: +2 resilient explorer’s clothing, handwraps of mighty blows (+2 striking), shadow signet, armbands of athleticism, greater backfire mantle, Cordelia’s construct key

LEVEL 13

o    Ancestry Feat: Digger

o    Skill Increase: Piloting (M)

o    Gear: handwraps of mighty blows (+2 greater striking), +2 resilient explorer’s clothing, ring of maniacal devices, shadow signet, armbands of athleticism, wand of shardstorm (3rd-rank)

LEVEL 14

o    Class Feat: Protective Bond

o    Skill Feat: Quick Install

o    Gear: wand of shardstorm (5th-rank), handwraps of mighty blows (+2 greater striking), stampede medallion, +2 resilient explorer’s clothing, shadow signet, greater staff of elemental power

LEVEL 15

o    Ability Boosts: +Dexterity, +Constitution, +Intelligence, +Charisma (Str +0, Dex +4, Con +5, Int +3, Wis +0, Cha +5.5)

o    Eidolon Ability Boosts: +Strength, +Dexterity, +Constitution, +Wisdom (Str +5.5, Dex +4.5, Con +5, Int +1, Wis +3, Cha -1)

o    General Feat: Diehard

o    Skill Increase: Athletics (L), Survival (T)

o    Gear: +2 greater resilient explorer’s clothing, wand of shardstorm (5th-rank), greater ring of the ram, handwraps of mighty blows (+2 greater striking), ring of maniacal devices, greater healthful bravery baldric

Through Magical Adept, Wrecking Ball can gain fleet step to speed up and demonstrate the effects of his Roll. Protective Bond isn’t quite indicative of any of his abilities but the pair will almost always be sharing their spaces, so something like this is going to be very valuable to them. I honestly really like Adventurous Outfitter as a Crafting skill feat. It’s something that I think helps the skill out a lot, and I just wish it wasn’t tucked away in an adventure path. Quick Install is another one that’s great for Starfinder, but not so much in Pathfinder, so I’d probably look at Specialty Crafting for blacksmithing as an alternate option. Diehard is an obvious pick to enhance their hardiness while Ancestral Paragon leads into You’re So Cute! for obvious reasons. Digger is also based on the fact that hamsters are burrowers.

LEVEL 16

o    Class Feat: Eidolon’s Trample

o    Skill Feat: Digital Diversion

o    Gear: greater stampede medallion, +2 greater resilient explorer’s clothing, major staff of elemental power, wand of shardstorm (5th-rank), handwraps of mighty blows (+2 greater striking), moderate grub gloves

LEVEL 17

o    Ancestry Feat: Sharpened Senses

o    Eidolon Transcendence: +Dexterity

o    Skill Increase: Crafting (L)

o    Gear: handwraps of mighty blows (+3 greater striking), greater thunderblast slippers, greater stampede medallion, +2 greater resilient explorer’s clothing, wand of shardstorm (5th-rank), greater ring of the ram

LEVEL 18

o    Class Feat: Magical Master

o    Skill Feat: Craft Anything

o    Gear: necklace of allure, handwraps of mighty blows (+3 greater striking), wand of rolling flames (7th-rank), greater stampede medallion, +2 greater resilient explorer’s clothing, major staff of elemental power

LEVEL 19

o    General Feat: Incredible Initiative

o    Skill Increase: Piloting (L)

o    Gear: +3 greater resilient explorer’s clothing, necklace of allure, wand of shardstorm (7th-rank), handwraps of mighty blows (+3 greater striking), greater thunderblast slippers, greater stampede medallion

LEVEL 20

o    Ability Boosts: +Strength, + Intelligence, +Wisdom, +Charisma (Str +1, Dex +4, Con +5, Int +4, Wis +1, Cha +6)

o    Eidolon Ability Boosts: +Strength, +Dexterity, +Wisdom, +Charisma (Str +6, Dex +6, Con +5, Int +1, Wis +4, Cha +0)

o    Class Feat: Eternal Boost

o    Skill Feat: Fly Anything

o    Skill Increase: Diplomacy (T)

o    Gear: handwraps of mighty blows (+3 major striking), +3 greater resilient explorer’s clothing, major stampede medallion, necklace of allure, amplifying aeon stone, wand of rolling flames (7th-rank)

Admittedly, Wrecking Ball’s abilities aren’t about actually running enemies over. Even if that is the case, Eidolon’s Trample feels highly appropriate for the character. However, his Medium size makes its usefulness a little limited. To help that out, I’d probably use Hulking Size as your ultimate reconfiguration feature to make Wrecking Ball Large and thus able to trample Medium creatures. Magical Master is then a very important options as it allows WB to gain access to two very useful spells. Blazing diver lets him launch himself into foes with explosive effect, which isn’t a bad means of demonstrating his Piledriver, but I think an even better option is through blastback. This is a reaction that triggers when he falls and prevents damage while also damaging and knocking back enemies around his landing. It’s a fantastic fit, and you could make it work better by having Hammond learn fly, cast it on WB, have him go skyward, and then just have a round where he drops to trigger this spell. For some of Hammond’s spells, he can use Eternal Boost so that he always has an extra action with this to cast boost or reinforce eidolon.

Beyond that, Digital Diversion taps into something a little different whereas Craft Anything is a little obvious given his investments. Fly Anything is mainly based around my hope that Starfinder 2e will one day add mecha since they were a thing in first edition. Sharpened Senses is a free action to Seek, which is crazy good, and Incredible Initiative helps this dynamic duo get the jump on the streets and in the ring.

FREE ARCHETYPE SUGGESTIONS: I actually got a hold of the Tech Core book just the other day, and I think the Mechanic Dedication could end up suiting Hammond. Not mechanically, but thematically as it lets him modify and enhance the gear of his gang. An easier option might be a Sorcerer Dedication, as it could allow Hammond to access a tradition of spells that use Charisma as his primary ability score. He would have to switch around some skill increases, but dropping Piloting for the time being honestly doesn’t cause him to lose out on too much.

BUILD CONCLUSION

Wrecking Ball is represented through a Tiny running awakened animal summoner for Hammond with the bot itself being his construct eidolon. Through the clockfighter background, he covers the time spent in the robo-battle arena of the Junkers and while summoner already has ten HP per level, we make the pair even tankier with options like Toughness and reinforce eidolon to help him to sustain and survive attacks. For his autocannons, Ranged Combatant gives WB ranged attacks that he can unleash though Hammond himself could get in on it with multi-hit spells like slashing gust or force barrage. Sadly, I couldn't build Grappling Claw into this kit though you should be able to find one with ease in Star or Pathfinder. He can still smash into and knock around foes with Advanced Weaponry for the shove trait and then eventually Weighty Impact to do that even easier. With Magical Adept, WB can fleet step to cover his Roll and Trample to run enemies over. Adaptive Shield is pretty easy as endure can supply him with temporary Hit Points before a three-action Ibex's harvest can share some with the entire team per the recast. By using Magical Master, blazing dive or blastback allow WB to drop into the midst of enemies with terrific effect though I think the latter of these fits a little bit better of the two. The choice is much simpler for his minefield as he simply lays out an instant minefield to turn the battlefield into a booming bonanza.

An erudite rodent and his rotund robo, these rapscallions regularly roll into roustabouts, reducing ramparts to rubble and rabblerousers to reposed in raging ruptures.

Have a fantastic Friday!

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