The Winch Claw is a Heavy class specialization that fires a claw which, upon impact with an opponent or almost any type of object, forcibly brings them to the user.
Usage
The Winch Claw can be selected as the specialization gadget of any Heavy build loadout.
The specialization trigger can be used to cast out the Winch Claw. It is possible to move while reeling in an object to change the location it is dragged to.
Controls | PC | PS | XBox | Key |
---|---|---|---|---|
Fire (Tap) | Q | Specialization |
Stats
Effects
The Winch Claw can be activated to throw out a claw in a straight line ahead. The first thing it catches, if not an immovable structure, will be pulled towards the user.
Properties
Gadget
Ranged — Can be used by aiming and firing at a contestant or object.
Stable Accuracy — Keeps a stable accuracy, even while moving and going airborne.
Single Charge — Can be used once, then recharges automatically over the cooldown time.
Disarms User — Forces the user to stop using their other items for a short time while using the gadget.
Projectile
Hitscan — Travels in a straight line, meaning there is no bullet drop.
Trigger on Impact — Applies its effects if an opponent or object is struck.
Damaging — The projectile deals damage if it hits a contestant.
Movement — Causes the affected opponent or object to move towards the user.
Immobilizing — Stops affected contestants from moving.
Not Interceptible — Can not be removed by the APS Turret.
No Structure Damage — Cannot be used to damage structures.
No Friendly Fire — Can not be used to grab teammates.
Guide
Strengths
- The Winch Claw can be used to move the Cashout Station to a more favorable location, including but not limited to pulling it out of a building to make it more difficult to steal.
- The Winch Claw can pull even through shields.
Weaknesses
- If the target being pulled gets stuck on a wall, the pull will cancelled after a second.
- Pulling in a melee weapon or shotgun user when the user is not using a melee weapon can lead to an unfavorable fight.
Tactics
- The Winch Claw can be combined well with the Sledgehammer, Spear, Flamethrower and SA1216 as the Winch Claw will pull an opponent into its effective range.
- In Suspended Structures arenas, the cashout station can be taken off of the platform using the Winch Claw.
Pull
- Contestants and carriable objects, such as barrels, revive statues and cash boxes will be pulled in such a way that they are placed neatly in front of the user.
- Heavier objects such as a piece of structure debris or the cashout station will be forced in the direction of the user instead.
- The Winch Claw can be used on the following objects, separated into "low-value" and "high-value" targets. The cooldown of the Winch Claw depends on what object is grabbed: 7s for a low-value target (or miss), and 14s for a high-value target.
Low-value targets | High-value targets |
---|---|
Arena objects, including ally Revive Statues and cash boxes | Enemy contestants |
Debris from fallen structures | Cashout Stations or Terminals |
- Objects that can not be pulled include: a Revive Statue of a team other than the user's, a Coin, and a piece of structure that is attached to an existing structure. Any other object can be pulled.
- If the user is eliminated before the pull, the pull is cancelled.
Item Mastery
Item mastery XP for the Winch Claw has not been researched.
Each time a certain XP threshold is reached, the item levels up. This does not improve the item, but rewards a unique item customization.
Source | XP Reward |
---|---|
Firing the Winch Claw | 30 |
Opponent struck by the Winch Claw | *No Information* |
Other object caught by the Winch Claw | *No Information* |
Damage dealt to opponents by the Winch Claw | 0 |