ROADHOG

Role: / HP: 600 / Difficulty:

OVERVIEW

Roadhog, more commonly referred to as just “Hog,” is an intimidating tank that wields an extremely powerful shotgun and a Chain Hook. He has the ability to hook any unfortunate enemy into dangerous areas where they can be eliminated with little to no support. Roadhog is also the only tank class without any armor or shields padding his health pool. This can be viewed as a tradeoff due to Roadhog’s unique ability to self heal, making him an extremely difficult opponent to fight in a solo duel setting. His “Whole Hog” ultimate is quite powerful – it grants Roadhog the capability of completely dispersing the enemy team or even eliminating a Winston in Primal Rage by himself while ensuring a wide spread in crowd control.

In the hands of a knowledgeable veteran, Roadhog can be successful by aggressively flanking and free-roaming areas of maps, forcing enemies to deal with and respect his presence. Roadhog can also play an imperative role behind a Deathball composition, pulling enemies into him behind a well positioned Reinhardt, where he and his team can quickly eliminate their adversary. Any enemy heroes that are unfortunate enough to run into Roadhog by themselves are almost guaranteed elimination as Hog’s “Take a Breather” healing ability provides him 50% damage reduction on top of the large 300 HP healing effect.

OVERVIEW

Roadhog, more commonly referred to as just “Hog,” is an intimidating tank that wields an extremely powerful shotgun and a Chain Hook. He has the ability to hook any unfortunate enemy into dangerous areas where they can be eliminated with little to no support. Roadhog is also the only tank class without any armor or shields padding his health pool. This can be viewed as a tradeoff due to Roadhog’s unique ability to self heal, making him an extremely difficult opponent to fight in a solo duel setting. His “Whole Hog” ultimate is quite powerful – it grants Roadhog the capability of completely dispersing the enemy team or even eliminating a Winston in Primal Rage by himself while ensuring a wide spread in crowd control.

In the hands of a knowledgeable veteran, Roadhog can be successful by aggressively flanking and free-roaming areas of maps, forcing enemies to deal with and respect his presence. Roadhog can also play an imperative role behind a Deathball composition, pulling enemies into him behind a well positioned Reinhardt, where he and his team can quickly eliminate their adversary. Any enemy heroes that are unfortunate enough to run into Roadhog by themselves are almost guaranteed elimination as Hog’s “Take a Breather” healing ability provides him 50% damage reduction on top of the large 300 HP healing effect.

ABILITIES

Damage: 1.33-6/pellet, 25 pellets/shot

Speed: 57m/s

Rate: 1.3shots/s

Ammo: 5

Reload: 1.5s

Roadhog fires his shotgun which unleashes a blast of shrapnel into a wide area. Roadhog’s Scrap Gun can fire in rapid succession but is limited to 5 shots before reloading. His ammo pool is shared between his primary fire and secondary fire. Similar to other shotguns in the game, the weapon is deadlier the closer the enemy is due to the wide spread properties of the shotgun where each pellet only does 6 damage. Each shot fires 25 pellets, so the more pellets that land on the enemy, the more damage they take.

Damage: 1.33-6/pellet, 25 pellets/shot

Speed: 57m/s

Rate: 1.3shots/s

Ammo: 5

Reload: 1.5s

Roadhog can utilize his Scrap Gun in a secondary manner. His Scrap Gun launches a ball of shrapnel which detonates after travelling 9 meters scattering shrapnel into a wide area. If an enemy is hit by the shot within the 9 meters, they only take 50 damage making his primary fire more effective. However, if the enemy is caught after the detonation, the resulting blast will damage them as if they were shot by his primary fire at the 9 meter detonation mark. This weapon can deal headshot bonus thus making this secondary fire most destructive at the 10 meter mark before the pellets have completely dispersed. This secondary fire allows Roadhog to be lethal in close quarter combat and at the 10 meter mark.

Healing: 300/s

Damage Reduction: +50%

Casting: 0.6s

Recovery: 0.4s

Duration: 2s

Roadhog restores 300 HP over 2 seconds. Once activated, the ability requires 0.5 second to cast before the healing begins. During the 2 second duration, Roadhog also enjoys a 50% damage reduction buff. During a team fight, it is advised to save this ability and only use it when Roadhog’s health has dropped near to the halfway point. This way, the damage reduction buff can be applied if there are signs that the enemy is going to deal an enormous amount of damage in the near future.

Damage: 30

Range: 20m

Speed: 40m/s

Cooldown: 8s

Roadhog hurls his chain hook at an enemy. If the hook comes in contact with any enemies, he pulls them towards himself. The distance between Roadhog and the target cannot exceed 20 meters and the final location will always be right in front of Roadhog. The distance the enemy was hooked at does not affect their final location. Any unfortunate enemy that has been caught by Roadhog will be pulled towards where Roadhog is facing within 180° of when the hook made contact. For example: Roadhog is standing with a ledge on his left. If he Chain Hooks an enemy and turns left during the animation of the enemy being pulled towards him, the enemy will end up off the ledge and fall off. Roadhog also cannot lose line of sight of his enemy during the animation of Chain Hook. If the enemy breaks line of sight, the enemy will be released. Roadhog suffers a substantial movement penalty while the Chain Hook animation is in action. The penalty is applied until the hook has returned to Roadhog even if it missed his target.

Damage: ~5000 total (7.5 shots/s, 12 pellets/shot)

Casting: 0.5s

Movement: 2.5m/s

Duration: 6s

After a 0.5 second casting animation of cramming a top-loader onto his Scrap Gun, Roadhog unleashes a fury of shrapnel over a duration of 6 seconds. Any enemy hit by the shrapnel will be knocked back. Roadhog will unleash 7.5 shots every second and each shot will produce 12 pellets, allowing Roadhog to disperse an enemy team or completely disintegrate the toughest of tanks.

ABILITIES

Damage: 1.33-6/pellet, 25 pellets/shot

Speed: 57m/s

Rate: 1.3shots/s

Ammo: 5

Reload: 1.5s

Roadhog fires his shotgun which unleashes a blast of shrapnel into a wide area. Roadhog’s Scrap Gun can fire in rapid succession but is limited to 5 shots before reloading. His ammo pool is shared between his primary fire and secondary fire. Similar to other shotguns in the game, the weapon is deadlier the closer the enemy is due to the wide spread properties of the shotgun where each pellet only does 6 damage. Each shot fires 25 pellets, so the more pellets that land on the enemy, the more damage they take.

Damage: 1.33-6/pellet, 25 pellets/shot

Speed: 57m/s

Rate: 1.3shots/s

Ammo: 5

Reload: 1.5s

Roadhog can utilize his Scrap Gun in a secondary manner. His Scrap Gun launches a ball of shrapnel which detonates after travelling 9 meters scattering shrapnel into a wide area. If an enemy is hit by the shot within the 9 meters, they only take 50 damage making his primary fire more effective. However, if the enemy is caught after the detonation, the resulting blast will damage them as if they were shot by his primary fire at the 9 meter detonation mark. This weapon can deal headshot bonus thus making this secondary fire most destructive at the 10 meter mark before the pellets have completely dispersed. This secondary fire allows Roadhog to be lethal in close quarter combat and at the 10 meter mark.

Healing: 300/s

Damage Reduction: +50%

Casting: 0.6s

Recovery: 0.4s

Duration: 2s

Roadhog restores 300 HP over 2 seconds. Once activated, the ability requires 0.5 second to cast before the healing begins. During the 2 second duration, Roadhog also enjoys a 50% damage reduction buff. During a team fight, it is advised to save this ability and only use it when Roadhog’s health has dropped near to the halfway point. This way, the damage reduction buff can be applied if there are signs that the enemy is going to deal an enormous amount of damage in the near future.

Damage: 30

Range: 20m

Speed: 40m/s

Cooldown: 8s

Roadhog hurls his chain hook at an enemy. If the hook comes in contact with any enemies, he pulls them towards himself. The distance between Roadhog and the target cannot exceed 20 meters and the final location will always be right in front of Roadhog. The distance the enemy was hooked at does not affect their final location. Any unfortunate enemy that has been caught by Roadhog will be pulled towards where Roadhog is facing within 180° of when the hook made contact. For example: Roadhog is standing with a ledge on his left. If he Chain Hooks an enemy and turns left during the animation of the enemy being pulled towards him, the enemy will end up off the ledge and fall off. Roadhog also cannot lose line of sight of his enemy during the animation of Chain Hook. If the enemy breaks line of sight, the enemy will be released. Roadhog suffers a substantial movement penalty while the Chain Hook animation is in action. The penalty is applied until the hook has returned to Roadhog even if it missed his target.

Damage: ~5000 total (7.5 shots/s, 12 pellets/shot)

Casting: 0.5s

Movement: 2.5m/s

Duration: 6s

After a 0.5 second casting animation of cramming a top-loader onto his Scrap Gun, Roadhog unleashes a fury of shrapnel over a duration of 6 seconds. Any enemy hit by the shrapnel will be knocked back. Roadhog will unleash 7.5 shots every second and each shot will produce 12 pellets, allowing Roadhog to disperse an enemy team or completely disintegrate the toughest of tanks.

PLAY STYLES, & COMPOSITION

Roadhog is a worthy adversary in either close proximity or while hiding around a corner ready to ambush his enemies.

However, in a professional and top tier setting, Roadhog must adapt his play style in accordance with his team’s composition and plans for engagement. A flanking playstyle can provide Roadhog and his teammates with large advantages before and during team fights. If successful, surprise Chain Hook and Scrap Gun combos can eliminate enemy heroes around corners or areas of the map where support cannot be provided. Despite these capabilities, inexperienced play combined with poor timing of Roadhog’s flank attempts can leave his team vulnerable as he leaves his them shorthanded. It is a team’s hope that there is no team fight before Roadhog is able to re-enter the battle. An attentive enemy team will pose a more difficult time for Roadhog during flank attempts, as they may be keeping track of his whereabouts.

Roadhog players getting into a more competitive play environment will receive more value learning to play alongside their teammates. His teammates can enable his kit as Hog lands successful Chain Hooks, bringing in enemy Heroes to be killed. He is also able to support his Tank counterparts by positioning himself in front of damage with his large body during his activation of “Take a Breather” which gives him damage reduction, allowing Hog to tank the damage. One of the largest benefits Roadhog can lend to a team is the destruction of enemy shields and barriers, as his shotgun can do large amounts of burst damage. Simple examples where Reinhardt may be forced to retreat and stall his team’s forward progress due to a shield break can be caused by the contribution of Roadhog’s constant fire. His shotgun output is also a large threat to Tank targets on the opposing teams that may decide to run a solo Tank (e.g. Winston during a triple DPS composition). This will force the Triple DPS composition to have Winston engage carefully to avoid large amounts of damage, as he provides the main sustained cleave damage on multiple teammates of Roadhog.

Roadhog needs to be careful with his target selection while using his Chain Hook. If Roadhog pulls an enemy tank (a Reinhardt, for example) that survives the initial burst damage, the enemy Reinhardt may gain an advantageous position which can favor him and his team. For example, if enemy team’s Reinhardt survives, it could lead to a multiple target Earthshatter, which can prove as a devastating timing mistake as a result of Hog’s connecting hook.

Roadhog’s playstyle and kit restrict him to being a less mobile and static moving tank as his mobility is limited when compared to DVA with her Boosters, or Winston with his Jump Pack. With similar movement capabilities to tanks like Zarya and Orisa, Roadhog’s movement is much more predictable. Reinhardt may be an exception as some may debate his Charge ability provides him access to mobility, keeping in mind it has a 10 second cooldown.

Quick Composition Terminology:
321 Tank = 3 Tanks, 2 Supports, 1 Damage Dealer
222 Standard = 2 Tanks, 2 Support, 2 Damage Dealers

Roadhog has proven time and time again where his most optimal place rests within team compositions. The traditional 222 Standard and Season 3’s popular 321 Tank setups contain play styles best suited for Roadhog’s kit. A traditional setup with Reinhardt placed at the helm provides Roadhog with the much needed protection he needs in order get within the range where Hog’s Chain Hook becomes a large threat. Roadhog is also able to provide a maximum of 150 damage from both his LMB and RMB attacks from his Scrap Gun. In a mirror match where two Reinhardts go toe-to-toe, the burst damage being dispensed will accelerate the race of the destruction of Reinhardt’s Barrier Field (with similar comparisons made to Orisa’s Protective Barrier).

D.va, among other Tank Heroes, can also enable Roadhogs who play behind a Reinhardt’s Barrier Field. With her Defense Matrix she is able to mitigate incoming damage that would apply damage or destroy Reinhardt’s Barrier Field. The result will be more time for Reinhardt’s Barrier Field, which directly enables Roadhog’s effective time for multiple Chain Hook attempts in hopes of pulling an enemy Hero towards his team for elimination.

Roadhog has proven time and time again where his most optimal place rests within team compositions. The traditional 222 Standard and Season 3’s popular 321 Tank setups contain play styles best suited for Roadhog’s kit. A traditional setup with Reinhardt placed at the helm provides Roadhog with the much needed protection he needs in order get within the range where Hog’s Chain Hook becomes a large threat. Roadhog is also able to provide a maximum of 150 damage from both his LMB and RMB attacks from his Scrap Gun. In a mirror match where two Reinhardts go toe-to-toe, the burst damage being dispensed will accelerate the race of the destruction of Reinhardt’s Barrier Field (with similar comparisons made to Orisa’s Protective Barrier).

D.va, among other Tank Heroes, can also enable Roadhogs who play behind a Reinhardt’s Barrier Field. With her Defense Matrix she is able to mitigate incoming damage that would apply damage or destroy Reinhardt’s Barrier Field. The result will be more time for Reinhardt’s Barrier Field, which directly enables Roadhog’s effective time for multiple Chain Hook attempts in hopes of pulling an enemy Hero towards his team for elimination.

Roadhog’s effectiveness has been proven from the few examples above, where slower moving playstyle compositions lean towards favoring his kit. Dive compositions in most cases outpace his static playstyle, and as a result Roadhog is less viable at the higher tier or professional competition. This is due to fights being significantly more organized and timed. Roadhog can be sighted in attempts to be played within a Dive composition in the Overwatch Competitive ladder. Solo queue players can still find success as formational setups, planned engagements, and positional understanding are not nearly as tidy as professional execution, allowing for more positional missteps and timing mistakes to be left unpunished.

In a defensive role, Roadhog can work well in a 2-2-2 double builder composition. The 2-2-2 double builder is composed of 2 tanks, 2 healers and 2 builders in exchange for 2 offensive heroes. The theory is to place deployables such as Torbjrön’s Turret and Symmetra’s Sentry Turrets, to an area where they are protected but are effective at Roadhog’s position. Any enemy that Roadhog Chain Hook’s will immediately be targeted by the deployables. Any enemy that tries to contest Roadhog’s position will also have to suffer the pressure from the turrets. Symmetra’s Sentry Turrets will also slow enemies providing Roadhog an easier target to Chain Hook.

In a flanking playstyle, Lucio synergizes well with Roadhog. Lucio’s speed boost and additional healing allows the duo to quickly maneuver around the map and escape enemies if they get overwhelmed. Lucio also has a Soundwave ability to knock away multiple enemies should the enemy team converge on the duo. However, with this composition, it is imperative the duo synchronizes their ambush with their team. If the duo hesitates or acts too late, the remaining four teammates can easily be overwhelmed by the enemy team.

ROADHOG QUICK TIPS

Use the map’s terrain to Roadhog’s advantage. Attack enemies where they least expect it. Use Chain Hook and pull enemies off vantage points and positions which may otherwise be unreachable without a vertical movement ability.

Anticipate the enemy’s burst damage while paying attention to where allied Support Healers may be available, as overhealing yourself with your “Take a Breather” ability will be wasteful; you’ll lose your personal self heal as insurance if your supports die and gain little to no ultimate charge.

High level of competition requires players to have a high degree of game sense and map awareness in order to provide teammates with well timed and synchronized flanks.

Roadhog players must understand the team’s composition and win conditions before selecting him, as Dive or fast pace style play do not favor his slow, static kit.

The LMB and RMB attacks from the Scrap Gun are a weapon to be mastered with mechanical practice. The challenge of landing 3-4 consecutive kills with his RMB attack in a single team fight is a fun feat to conquer!

PROS & CONS

Pros

  • 1. Exceptionally dangerous at short to medium range. His Chain Hook, Scrap Gun & melee sequence combo can fatally wound or eliminate most Heroes
  • 2. Two main abilities have a cooldown of 8 seconds. Enemies failing to track the reset make for a risky engagement
  • 3. A 600 HP pool of health in addition to his self-heal ability which heals an extra 300HP with a 50% damage reduction buff for 2 seconds
  • 4. His Chain Hook and Whole Hog Ultimate are some of the most effective crowd controlling abilities

Cons

  • 1. Does not possess any armor or shields applied to his health pool, making him an easy target if out of position
  • 2. His large hitbox and lack of increased movement speed abilities make timing his flanking engagements very important
  • 3. His main weapon is a shotgun with limited effective range, making dealing with medium to long range target a challenge
  • 4. Utilizing Roadhog optimally in higher or Pro tier of competition requires mix of exceptional hitscan, projectile and positioning proficiency

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