Ban Hammer: Difference between revisions

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| name = {{PAGENAME}}
| name = {{PAGENAME}}
| image = BanhammerRender.png
| image = BanhammerRender.png
| imagecaption = "Your verdict is... Guilty!"
| imagecaption = "Your verdict is... <br>Guilty!"
| class = Melee
| class = Melee
| faction = Neutral<ref name="soda";>Confirmed by Soda on the boggio community Discord</ref>
| faction = Neutral<ref name="soda";>Confirmed by Soda on the boggio community Discord</ref>

Latest revision as of 14:25, 27 June 2024

Ban Hammer is a melee Phighter. He was released on 29 October 2023 with V0.7.0 and the Possessed vs. Bitten Phestival.

Overview

Ban Hammer is a slow, powerful bruiser with great burst mobility and unique abilities that allow him to dip in and out of the fray as he so pleases.

His passive, Oathbound, grants him shield on assists and eliminations, whilst also reducing taken knockback from all sources. Prosecution is a large, wide swing that can deny a massive area just by being held. Order, his secondary, grants him even more shield and can slow enemies, as well as supplementing the tyrant's damage output. Deposition is perfect for repositioning on top of or away from enemies, and combined with Litigation, Ban Hammer can whittle down crowds of enemies with little resistance. His Phinisher, Judgement, is a risky-yet-rewarding execute, perfect for securing eliminations on tanky targets or denying a revival from Divine Resurrection.

Abilities

Type
Passive
Oathbound
Take reduced knockback but have no natural shield regeneration. On eliminations, regain 25 shield and create an explosion that deals 20 damage.
Damage: 20 (explosions)
Shield gain: 25, lasts indefinitely
Max. Shield: 250
Knockback reduction: ---
Pull force: 15 (Ban Hammer's explosion only)
  • Passive shield is still given on assist.
  • Enemies killed or assisted in killing by Ban Hammer create a "soul" at their location which then explodes.
    • A second explosion is created around Ban Hammer, this explosion has a pull force.
      • Enemies can only be damaged by one explosion. The explosion from Ban Hammer takes priority.


Type
Primary
Prosecution
Swing your hammer in a wide radius.
Damage: 20
Range: 15 studs
Knockback force: ---
Slow penalty: 10%
Bound penalty: 100%
There's nothing here yet...


Type
Secondary
Order
Slam your hammer forward, dealing damage and gaining shield for each enemy hit. Enemies hit closer to the center are dealt more damage and give more shield.
Damage: 20 (outer), 30 (inner)
Stun duration: ---
Shield gain: 10 (outer), 20 (inner)
Knockback immunity: 100%
Slow penalty: 100%
Bound penalty: 100%
Cooldown: 6 seconds
  • Plays a critical hit indicator when hitting enemies at its center.
  • If casted mid-air. Ban Hammer will only slam down once he touches the ground.


Type
Q Ability
Deposition
Leap in a target direction, reactivate to slam to the ground.
Damage: 15
Knockback force: ---
Casting time: 1.5 seconds second
Slow penalty during cast: 50%
Bound penalty during cast: 100%
Cooldown: 10 seconds
  • Cooldown starts upon recasting, canceling, or landing on the ground.
  • Other abilities can be used during the leap to cancel Deposition.


Type
E Ability
Litigation
Begin to spin and hold E to continue spinning, release E to end Litigation early. For every enemy hit, gain shield and spin an extra time for a maximum of 20 spins.
Damage: 6 * no. of spins + 15 (final hit)
Shield gain: 4 * no. of spins + 15 (final hit)
Range: 10 studs (leap and spin radius)
Knockback immunity: 100%
Slow penalty: 10%
Bound penalty: 50%
Cooldown: 8 seconds
  • Ban Hammer must perform 1 spin minimum before being able to cancel Litigation manually.
  • After hitting at least one enemy with a spin, if Ban Hammer is unable to hit an enemy for the next 5 spins, Litigation will be cancelled.
  • If Ban Hammer is stunned, wireframed or grounded, Litigation's effects end immediately.
  • The knockback immunity does not apply against Subspace's Noxious Void.
  • Cooldown starts when the final hit is performed.


Type
Phinisher
Judgement
Catch any enemies in an area in front of you. If their health and shield combined is less than 50% of their maximum health and shield, execute them and recharge your Phinisher up to 5 times.
Damage: 15 (grab) + 25 (swing)
Execute threshold: <50% of max hitpoints
Execute damage: 999
Max. uses: 5
Hitbox size: 20x20x20
Phinisher points: 150
  • Dying while holding an additional use, or failing to meet the execute threshold on all grabbed enemies will reset Judgement's Phinisher charge.
  • If an enemy is grabbed but dies before they are executed, another use is still granted.
  • The grab and swing of Judgement uses a line of sight check. If Ban Hammer attempts to use it on a player standing behind a wall, neither the grab or swing will do damage.


Strategy

Pros
  • High health
  • Self sustain with damage output
Cons
  • Zero ranged attacks
  • Forced to never back down due to lack of a shield recovery
  • Passive hinders him heavily

Ban Hammer is a melee phighter that excels in crowd control and holding down parts of the map, this means he is much more effective in Conquer matches rather than Annihilate. His high shield stat allows him to soak up more damage than other tanks in the roster, although his low health stat makes it difficult for support classes to keep him alive if the shield is depleted, this means that most of Ban Hammer's survivability hinges on his self-sustain.

Considering his role as tank, expect to be the main target for most enemy attacks. This can be both a positive and a negative as more Phighters directly attacking you means they tend to fall into your range, and killing them directly or getting an assist can activate your passive, thus allowing you to live longer. On the other hand, being the biggest target (and having the biggest hitbox!) on the map can draw the attention of long range single-target Phighters such as Hyperlaser or Biograft, both of which have abilities that deal massive burst damage and leave you incredibly vulnerable to their teammates. Considering Ban Hammer's vulnerability to long-range attacks, map knowledge and working with your team is incredibly important. You can use your Q ability to safely start encounters (dealing bonus damage as you land) or to rush enemy backliners. Your Q ability can also be cast directly above you! Allowing you to take a breather from battle before slamming down and dealing extra damage to your enemies. By predicting your enemies movement after landing, you can almost always land a M1 swing or get multiple E hits off (the latter works only if your target has exhausted their movement abilities).

Furthermore, thanks to the height gained by your Q ability, it can be used to avoid highly telegraphed attacks such as Katana's E and Phinisher, Boombox's Phinisher or Sword's Phinisher.

When playing Ban Hammer, you will more often than not find yourself taking on multiple enemies at once. Luckily, your abilities were catered specifically for these scenarios. Utilizing your E ability on enemies that are unable to escape (either due to debuffs or because they just used their movement ability) allow you to deal near-lethal damage and regain most of your shield, if you can hit two or three enemies at once, you're incredibly hard to kill for the duration of the ability! Be wary of phighters with stun ablities though, as they can interrupt your E spin and leave you a sitting duck.

Your M2 ability is helpful when facing singular- more powerful targets, tightly packed together enemies or to combo into your phinisher (hitting the Order sweet spot and casting Judgement immediately after pretty much a true combo- and guarantees that the phinisher will hit your target). Considering it applies stun, it can also be used to interrupt attacks suck as Hyperlaser's Eviscerating ray. Your Phinisher essentially removes half the work needed to eliminate an enemy as you can instantly execute anyone below 50% HP (shield included!). This makes encounters with Katanas (that are usually heavily skewed in Katana's favour) much more in your favour. Your Phinisher can also be used on groups of enemies or to interrupt high impact moves (such as Hyperlaser's, Boombox's or Medkit's ult).

All of Ban Hammer's moves have long periods of endlag after casting. If you are stunned right as you use the ability, the lingering hitbox will still hit your target.

Ability usage

  • Oathbound
    • Due to your decreased knockback, zoning attacks such as Boombox's Protecting Overtone and Shielding Amplifier or Hyperlaser's Voltaic Grenade aren't very effective at keeping your target out of your Prosecution range. Use this to your advantage to maintain consistent damage on your enemy and apply pressure.
    • Since you gain shield even on assists, sometimes letting your teammate confirm a kill for you is a safer option if you can't afford to chase an enemy.
  • Prosecution
    • Due to how hitboxes work, Prosecution's hitbox can be slightly extended by turning your camera to the left or to the right.
  • Order
    • Since enemies hit with Order are pulled towards you, this can be used to combo into your other moves.
  • Deposition
    • It is advised to only use this for mobility, to do a first strike, or to catch opponents low health that are trying to run away, as it is difficult to combo this move with your other moves.
  • Litigation
    • Try to only use this ability if you have caught up to your opponent and they cannot run away.
  • Judgement
    • This move is useful for securing kills for your passive, quickly taking out tankier enemies or dispatching high priority targets, such as those using their Phinisher.
    • If the target is not already in execution range when grabbed, your team can lower them to that range.
      • Be aware this can work the other way and the target can potentially be saved from execution by their team.

Counterplay against Ban Hammer

  • Attempt to attack one from a distance, and do one of 2 things depending on how they react:
    • If they start going after you, keep a safe distance and poke at their hp, make absolutely sure you are out of their range.
    • If they don't start going after you, keep attacking them until their hp goes to 0.
  • As Subspace, it is very easy to deal with him if you keep your distance, and constantly attack him. If ever in danger, use E to escape a Litigation.
  • As Katana, it is ideal to use E when Ban Hammer uses E to reduce the most amount of damage taken.

Badge

Name Icon Description Reward
banhammer badge N/A N/A

Trivia

General:

  • Ban Hammer was unofficially teased through dialogue spoken by Biograft if the player was playing on Banland.
  • Ban Hammer was the first Phighter to be confirmed unaffiliated with any faction.
    • Ban Hammer was originally planned to be a Blackrock Phighter. The developers later changed his alignment to be neutral.
  • Ban Hammer considers himself so powerful that he wears a blindfold to intentionally nerf himself for fun.
  • During April Fools' 2024, Ban Hammer was renamed to scott pilgrim, and remodeled to reference Scott Pilgrim from the Scott Pilgrim graphic novels.

Development:

Skins:

Version history


15 April 2023

  • An unobtainable badge titled 'banhammer badge' was added to the game.

4 March 2023

  • Ban Hammer was officially revealed to the public. This reveal shows Ban Hammer's updated model.[2]

12 December 2022

  • Ban Hammer was officially teased to the public in the boggio community Discord.[3]

References


Characters
Phighters
Melee
SwordSkateboardBiograftKatanaBan Hammer
Ranged
RocketSlingshotHyperlaserShurikenScythe
Support
MedkitBoomboxSubspaceVine Staff
Other
Swords
DarkheartFirebrandGhostwalkerIcedaggerIlluminaVenomshankWindforce
NPCs
DomGhosdeeriGraffitiLightbloxLord Pwnatious "Moneybags" the IIIMx. BotPaint BuckétRainbeauRogerSpray PaintThe BrokerTrafficValkVoid StarZuka
Miscellaneous
CarnageDuckyGravSparklesThe DollmakerWarp