Roadhog throws a hook that, if it hits an enemy, will deal damage and stun them for 0.5 seconds, then pull them towards a point 3.5 meters in front of Roadhog. If the hooked enemy is closer than 3.5 meters, they will be stunned only.
While using the hook, Roadhog cannot fire or use other abilities, but can move a little bit and slower than usual. Roadhog can turn when the hook is throwing, and the enemy will still be pulled to the spot in front of Roadhog. But if Roadhog makes a drastic turn, the enemy will not be put in front of Roadhog, but somewhere in front of a point in the middle of the turn; to avoid players hooking the enemy and turning to drop them off a cliff.
The hooked enemy will traveled a little bit, following their momentum after being hit be a hook. There will be 3 line of sight checks, one from the middle of the enemy to Roadhog's position, two from a little bit to the left and right. If the momentum of the enemy carries them out of Road's sight, breaking all 3 of line of sight checks, the hook will be released from the target and they will escape the stun. In this case, the cooldown will not start, and Roadhog can use his hook again immediately.
The hook will do nothing if it travels 21 meters without colliding with anything, or if it hits a walls or a barrier; in those cases, the hook is considered as being used and the cooldown will start. Roadhog can also hook D.va's self-destructing mech and Junkrat's RIP-Tire.
- While the Chain Hook is used to ensnare far away objects, its rusty spikes may pose a tetanus risk.
Patch changes Edit
|General||Main • Quotes • Gallery • Skins and Weapons • Sprays|
|Abilities||Scrap Gun • Chain Hook • Take A Breather • Whole Hog|
|Lore||Organizations||Australian Liberation Front • Hyde Global|
|Character relationships||Junkrat • Bruce|
|Locations||Outback • Junkertown|
|Others||Omnic Crisis • Omnium • Junkers|
|Media||Comic Shorts||Going Legit • Wasted Land|
|Video Shorts||A Moment in Crime Special Report: "The Junkers" • Junkertown: The Plan|