Weapon Balls Battle Royale (Earclacks vs Heaven Metronom vs Medieval Spheres vs Hamvangolio)

“See the ball, hit the ball” - Pete Rose


Earclacks - The first balls to be simulated


Heaven Metronom - Balls designed to fight with style


Medieval Spheres - Epic balls from medieval times


Hamvangolio - Balls fighting straight in your PC window


Balls…we throw balls, we hit balls, we kick balls, we wear balls, we cut balls, we eat balls. We meet balls and circles almost every day of our mundane life, yet some people decided to ask the question - “what if balls decided to fight?” And all of a sudden balls were chosen to wear weapons and fight each other for our own entertainment. But with so many ball creators one day you may ask yourself which one is the ultimate ball master? Today we are picking 4 most notable and unique ball fight creators, or specifically all of their balls in one massive ball fight to decide which armada of Weapon Balls will become the most superior, or in their own words…WHO will win?!


Before We Start…


Now this is a bit more different from your average vs blog, at least if you are familiar with content like that one then you know fights of balls operate much differently than other fights we are setting up in this community. Firstly I would take time and give special credit to Abnormally Normal’s Jovial vs Unarmed blog, which already covered plenty of grounds for Earclack’s side of things and kept me in mind on some particular shenanigans to pay attention to. It’s worth noting that this blog very easily can be outdated after its release given that creators of balls always can do some rework, a new ball and so on, so in case of any discrepancy we won’t be able to update it more, nevertheless we believe that we still essentially get the general winner here and there are needed to be a bit more massive reworks/additions for it to change, but also it just demonstrates how utterly chaotic the match is, full of potential discussion. 


Also, while there are potentially other Weapon Ball creators you could add in, our choice fell for the ones that felt the most unique and “iconic” in our own eyes, call it our Mount Rushmore of Weapon Balls so to speak, sorry Dumpty Humpty fans, I know you really wanted a win, but this wasn’t it. That being said, let us set some ground rules to work around. Starting with…

The Arena


Normally only Earclacks has done more higher scale fights like free for all fights, boss battles, team fights and whatnot, and a lot of them required an arena of bigger size than an average 1v1 square/rectangle. Even taking all balls from just one ball franchise would essentially fill up 1v1 square more than Grower ever could. And that's without counting plenty of balls that rely on multiplication and summons. For the sake of giving more space to fit all balls in while giving potential opportunity to each to increase their scale, I imagine it would be worth to make the arena essentially like the ones we see in Earclacks' BRs, just twice/thrice as large while keeping a few bunch of square obstacles to bounce off of. To make it easier to imagine, look at BRs #2 and #3 and enlarge these arenas 2 or 3 times. Or hell, one of the recent BRs also was handling like, a lot of balls so there’s that too.

The Balls

At that point it should be fairly obvious that we are gonna give all sides all of their weapon balls, all of the average ones will have their average HP (100) unless having higher HP is a part of their uniqueness (Ex. Yeti's partial gimmick is the fact that he has slightly more HP than others). Balls themselves are gonna operate with their own physics in mind, and therefore that would also be considered into the debate. For the sake of maintaining the more original ball spirit of these fights, we're gonna treat it like the ball fight rather than going with possible vs stats for the most part (aside from numbers and their specific movement that is applicable due to physics, in other words treating like game mechanics).


We probably will be using only balls that actually fought against each other, weapon balls, therefore most of Block Breakers and all of Brick Shooters won’t be making it in for Earclack’s side, (Namely: Centy, Infinity, Fibonacci, Drilly, Golden Ratio and alike) however Block Breakers that did participate in Weapon Ball fights (and therefore we are truly aware how they operate in context of ball fights) should be fine (in other words, balls like Grower, Duplicator, Speedy, Splodey, etc.). Nothing much to add in for the rest, only Earclacks has spin-offs around here…


Lastly worth mentioning we also will be allowing them to utilize their super forms, pretty much each of the ball franchises have some sort of super version of their balls on their side. Earclacks' Supers, Medieval's Ultras and Heaven's Hyper and Fusion forms, the only exception here is Hamvangolio whose balls lack a super form, albeit their method of fighting inherently differs a bit more from the other 3 ball counterparts as their balls don't seem to grow in scale and are already at their "peak" so to speak. Therefore to slightly even odds and for the sake of having a bit more entertaining debate we are gonna make a small handicap, increasing HP of all Hamvangolio balls up to 350. That way they are not immediately outclassed by super versions but still have to be cautious around. You might say “Olegg you are too silly, doing all these convoluted handicaps and make belief arenas” and I might say

Fuck it, we ball.

Nuff said, I must be draggin ya a bit long for this technically April Fools blo-wait what do you mean it’s not April anymore…

Background

Earclacks

Sword vs Dagger, WHO will win?”


The year was 2025, a Youtuber named Earclacks, after several videos of doing with balls what you already saw your average Youtuber do with balls, (like balls escaping from their prison with a few bounces or balls that grow inside of the other ball, making it harder to read given texts) decided to come up with a completely new idea that never crossed anyone’s mind. Make balls not just compete against each other, but literally fight against each other. Starting simple with just Sword and a Dagger in a small cube, whoever kills their op faster wins the fight. And soon after, something that seemed as simple as it could be, grew to be a much bigger project, from getting more new balls, having them fight on free for all Battle Royales, Team Fights, staging tournaments between the balls to determine ultimate champions, and more. This brought up the attention of lots of people, as if despite their rather simplistic looks and movement, they felt alive in combat. Later on it’s revealed that Earclacks even wants to make a straight up game out of it, making us the viewers make our own balls and matches, though whenever it will be released is a mystery, one thing for sure, these Weapon Balls, spawned other content creators into action of making their own ball fights, such as…


Heaven Metronom

“The rising star of a league, against the stylish one, Plume vs Reaper, WHO’s gonna win?”


Soon after, in late summer of 2025, one more person decides to make a move, Heaven Metronom who while had balls similar to the ones of Earclacks’, eventually build up his own cast of whimsical balls who are all about fighting with style, speed and combos. They even had their own mods like who can dig faster to the bedrock or who would be faster in their boss fights. While unfortunately, Heaven’s ball fights didn’t last as long as ball fights of other content creators, the balls certainly proved to be unique and fun in their own right, leaving one hell of a literal impact on the stage.


Medieval Spheres

Prince vs Knight, WHO’s stronger?”


But Heaven wasn’t the only one to catch up with the idea, a few days after Heaven’s debut, one more ball series makes an appearance and starts his own ball fights. Balls and weapons become slightly bigger and on top of that gain their own super abilities that they can reach after hitting the opponent enough times. But most importantly however is the fact that the balls had their own theme, for they are not just balls with a weapon, they are Medieval Spheres. Each of the balls, with some potential exceptions, look like they come from a medieval age, and it is very much shown in the setting of the thing. Just like Earclaks, these Medieval Spheres had various tournaments and even team fights, as well as getting new balls while being at it. All in all these spheres has proven to be different enough to deserve attention.

Hamvangolio

Grappling vs Time, WHO will survive?”


And completing this circle, is the most recent Weapon Ball creator joining the fight, in the year 2026. You’d think at that point the idea was milked by others but Hamvangolio proved to make fights unique enough to differ from others. Fights just like with Medieval Spheres have slightly bigger balls than average, balls already start at their peak and on top of all that they have their own aesthetics of good ol Windows 98, where instead of fighting in an average square they are fighting in a literal PC window! The balls in question already start at their peak so no scaling of sorts, yet these fights still are entertaining with almost all of the balls having very unique rarely seen abilities and weapons. Even though it’s a series much younger than other 3, these balls also already have a tournament and brought enough attention to be of a good challenge, so now it’s our time to ask, WHO WILL WIN?!

Terminology

All 4

Ball Physics

(The video TN is from, is about completely another thing but erm, it felt fitting so shhhhh…)

Each ball has its own unique ability so first things first that is worth addressing is their terminology, or specifically how do they commonly operate in the fights. Now one of the first things to go around in terminology of how these ball fights operate are essentially, ball physics themselves! How they live, move, fight, bounce and all of that. From starters all balls are willing to fight to the end, no matter if they were shot, stabbed, hit, poisoned, burnt, frozen, and so on and on, until that HP strikes 0 they will keep going as far as their max offensive potential allows them to, with no signs of slowing down or striking weaker. 


There is no information on what material these balls are made of, but pretty much all of them operate similarly on the basis of being bouncy and elastic while experiencing friction within their arena. It’s worth establishing that all of these balls, no matter of looks, travel within only 2 dimensions, at least in fights themselves. While they never stated to be 2 dimensional so it’s not like the plot here is something like in Flatland, they haven’t shown to go up and down so at bare minimum they fight while going only in 2D directions.  

Weapons



Obviously they wouldn’t be Weapon Balls if they couldn’t carry a weapon…well there are some without weapons but you get the deal! The balls that use weapons, attack and defend via their assigned weapon, as they either deal damage by attacking a ball or block the incoming attack by parrying it with their weapon. It is no matter the size or material as even something fragile and weak like a flask or a book can parry hits from piercing durable and heavy weapons (with some potential exceptions, like Hammer). Most of the weapons in question also rotate full 360° automatically.


On the flipside, as mentioned there are also balls that have no weapons, Unarmed kinds of balls so to speak. That’s because they are essentially weapons themselves, they can’t block/parry attacks from other weapons or projectiles but they sure can hit you with their own body no matter what direction, making it overall much harder for them to defend but much easier for them to offend.

Time Scale

Probably a bit more complicated to explain, but essentially, whenever a ball hits their target, everything that we see in motion freezes for a very brief moment. This mechanic, aside from being visually badass, is pretty useful for slowing down and interrupting movement of other weapons and/or their effects, such as Bow’s arrows or Scythe’s poisoning. Some balls even abuse it in their fights when it’s possible like Dagger after reaching ridiculous swinging speeds.  Heaven’s balls especially like to utilise it to perform their combos, you may see examples later on.

Growth & Acceleration (aka Scaling)



The other very important mechanic of most Weapon Balls is their ability to grow and become stronger as the fight progresses, the more they hit you the stronger their assigned abilities become. Obviously it depends from ball to ball, for instance Sword will only be increasing in damage and Dagger only in rotation speed but still essentially each of the balls have limitless potential so long as they stay alive and deal damage.


The only exceptions to this rule are Hamvangolio’s balls that don’t have scaling and Earclack’s Block Breakers whose power level depends not on dealing damage but on amount of bounces, even in the context of Weapon Ball fights.

Medieval Spheres

Ultimate Specials



One notable difference of Medieval Spheres from all other balls is that on top of weapons with individual abilities, these balls also have their own special moves! After hitting their opponent enough times to the point that the gauge meter fills fully, they will activate their ultimate which makes them stronger for a brief time period. Each of the balls from Medieval Spheres has their own unique ultimate move assigned to them, it can be some special debuff, summoning, a whole new ability, you'll see them all written down later.

The Crew

Earclacks

(Huge credit to Typically for all of their ball animations)

Sword

Let’s go with basics,
Sword is essentially the one ball to start it all. And a simple one at that, as he just increases damage by 1 every hit. Basic but works.

Dagger

Sort of more opposite to Sword,
Dagger focuses more on speed of his blade, meaning that despite Dagger’s small dagger, it increases rotation speed every hit. He usually relies on parrying his opponent’s blade or dealing really fast combos.

Spear

Spear
is the third one of the og trio, his gimmick originally was only range, that being increasing length of his spear by every hit, nowadays aside from length he also increases his damage by 0.5.

Bow

The first ball that decided to shoot,
Bow uses his bow to shoot an arrow, releasing arrows depending on his arrow count, this arrow count increases by 1 every hit. Meaning for instance if 2 arrows hit you he gets 2 more arrows into arrow count, 10 hits 10 more arrows, 30 hits 30 more arrows and so on and on.

Scythe

Scythe
’s main tactic relies on stalling, as his scythe is actually poisonous, and even one hit is enough to make you eventually lose health if you don’t kill him beforehand. One poison decreases one health after a few seconds or so, more hits means more poisons in a ball and therefore decreasing health of a ball at faster rate.

Shield

(Ooooh that fucking shield that I hate…)

Directory bias aside, Shield is considered one of the rather powerful balls. First things first he deflects projectiles and attacks from opponents, so for instance an arrow from Bow would be deflected back and the damage Sword deals if he hits a shield would be reflected on Sword instead and so on. Shield also gets wider every parry, increasing the probability of something or someone hitting it. Lastly Shield can copy other abilities by deflecting them, for instance if Scythe hits Shield’s shield then Scythe will be poisoned instead, if Wrench (who we’ll talk about lower) hits shield then Shield creates a turret instead, if Grimoire hits shield your PC will crash, if Scepter hits shield Shield lifesteals HP and so on, speaking of Scepter…

Scepter

Scepter
is the main healer of the team, originally started out as a solely support character in boss battles who, as you might expect, heals the balls by hitting them with her scepter. However later on she found herself fit to be a fighter too as she can lifesteal from opponents by touching them via her scepter. At first she heals/lifesteals 1 HP and the amount of her healing/lifestealing increases by 0.5 with each hit.

Unarmed

Practically the legend of this series no matter if he wins or loses. As before you saw plenty of balls carrying their weapons, but this one chose to be different and have no weapon at all, thus Unarmed was born. Unarmed does not have a weapon and therefore can’t exactly defend/block hits so you can hit him from whatever side, but that’s the trick because Unarmed also can hit you from whatever side he wants without the need of the weapon touching you. 


The thing that makes Unarmed more special though is his mix of speed and power as he increases max speed by 1 with each hit and deals more damage depending on the speed. After enough scale it becomes not just the issue of Unarmed being strong but Unarmed being stupidly fast, to the point of not only creating afterimages but also slightly moving even after hitting the target, which is a feat that is quite insane in context of these ball fights. But there’s also a technical “limit”, because if Unarmed scales too much he can become too fast. To the point of just, leaving the arena out of bounds. All in all an insane wild card of Earclack’s team. Occasionally you may also see him wearing Boots, which makes him lose his unarmed privileges but still lets him use his powers, just attacking by boots instead!

Staff

Now we’ve reached for some magic in here.
Staff’s gimmick is essentially like Clash of Clans' Wizard's/Wizard Monkey’s and alike: constantly shooting fireballs around. Fireballs in question increase in damage and size by 0.5 after every hit. A bit useless in 1v1 scenarios due to his rather weak aim, but much more crazy in end game when involved in team fights and battle royales, as chances of hitting someone greatly increase and at later point no matter where Staff aims, his blasts become simply unavoidable.

Shuriken

Shuriken
is a bit tough, his thrown shurikens only deal one damage, but the trick is not within damage but within longevity. These shurikens gain more bounce with every hit, making sure that he would actually hit the target. Originally it was rather weak because Shuriken’s throw speed isn’t particularly fast, however recently he received a rework which allows his shurikens to pierce and stay after hitting the enemy, only disappearing after bounces actually end. This makes Shuriken much more dangerous to go against as overtime the arena becomes filled with shurikens all over the place.

Wrench

The engineer of the crew.
Wrench’s solution to problems is simple - use a gun, if the gun doesn’t work? Use more guns! With every hit of his wrench, Wrench creates turrets that shoot mini bullets dealing 1 damage, worth noting however that turrets are completely stationary, immovable and invincible, meaning they act like a hazard of their own and can be used to block ways, or even entrap the opponent in a middle of arena.

Hammer

Imagine if Unarmed became a weapon, not just has a weapon but actually became one, that would be how
Hammer operates. With each hit, Hammer’s maximum rotation speed increases by 1, and just like with Unarmed, his damage depends on the speed of the rotation and his hammer would be spinning faster after dealing more hits. What makes Hammer further unique is the fact that he doesn't change his weapon’s direction when parried, meaning you can’t stop Hammer’s rotation unless you actually take a hit from him. 

Katana

Katana
meanwhile relies a lot more on parrying. Operating similarly to sword, except instead of an instant damage, you get slashed several times over, the amount of slashes increases by 1 not only every time Katana hits you but also every time Katana parries an attack, meaning that Katana can scale without the need to deal damage first.

Flask

Flask
is sort of like throwable Scythe but his poison is left not in balls but rather in the floor. His thrown flasks create spills that gain more DPS (damage per second) whenever an opponent is inside of it, the more time opponent spends in a spill, the more damage they receive, important to remember though these spills don’t last infinitely and disappear after few seconds, as soon as Flask throws a bunch of more flasks.

Lance

Though considered as a bum at first,
Lance has proven a test of time to become a worthy weapon ball. On average his lance deals only 1 damage, but with each hit he gains 2 joust damage and as you can guess, occasionally jousts every 3 seconds, gaining invincibility, increasing in speed in a direction he jousts into, and high damage he built up after hitting you before jousting. The only issue is his low accuracy because of which he can tend to hit the walls at some point.

Grimoire

Grimoire
is rather very unique ball, you see, instead of dealing damage himself, Grimoire creates a minion copy of a ball whenever he hits a ball, that minion copy can do anything that ball can, it can move in a same way, it can use abilities in a same way and it can even grow in scale the same way, and starts out in same scale a ball currently is at the moment Grimoire hit it. 


The only difference is that the minion copy is of the same color as Grimoire plus the fact that the minion is smaller. Oh and also the fact that minions have much less HP, so it’s hard to keep 'em alive if they are against an opponent with a good area of effect. And therefore it’s worth mentioning Grimoire increases HP of his minion by 1 with each hit.

Axe

Now this is the most gambling weapon ball on Earclack’s list so to speak. Whenever
Axe hits you with his Axe normally he only deals 1 DMG, however his chance for Critical damage increases by 2%. Critical hit damage is equivalent to the percentage of landing a critical hit, so for instance if Axe’s scale is at 50% he has 50% chance to deal 50 DMG to you and 50% chance to deal 1 DMG. You may also note that the moment Axe’s scale reaches 100 and above, his damage will indeed, always be guaranteed, at that point making Axe a better sword the moment that scale is reached of course.

Boomerang

Boomerang
is sort of like a throwable Lance. He throws a boomerang in an arc every 3 seconds which increases its damage by 2 every hit, while the average no throw damage of Boomerang is just one. The only difference is that there is no invincibility/speed increase like with Lance but Boomerang’s higher accuracy very well makes up for it.

Flail

Flail
operates pretty similarly to Spear, its stick part is harmless but it is what it’s connected to that is dangerous. This spiky ball flings around unpredictably, increasing size and damage by 0.5 with every hit (as well as increasing in weight after increasing in size). With enough time Flail’s flail can become so big that it covers a good chunk of arena making it rather hard to reach out to him, however flail can’t deal damage again if opponent stays connected to the flail after being hit, so if flail becomes too big, the opponent can simply walk into flail once and never be damaged again, free to hit Flail at any point, just like how zombies did after Flail scaled too high. 

Crossbow

Lance walked, so that
Crossbow could run directly into the bum room. Unlike Bow, Crossbow shoots only one arrow, also known as bolts, these bolts though can pierce and increase in damage by 1 just like Sword does. The issue however lies similar to Staff’s…because god his aim is so bad🥀. At least similarly to Staff he makes it up much better in Battle Royales due to higher probability of hitting someone, still essentially a bum in 1v1s.

Torch

If some of the weapons we had to explain as “thing but throwable”, here it’s actually the opposite,
Torch is more like close quarters Flask. With every hit of his torch, Torch creates a flame that stays in the arena permanently now. So the more Torch hits you the more area is covered in flames, which deal damage similarly to how Flask does.

Rapier

The newest crew member of the team is speed focused Rapier. His gimmick as you can tell relies on his own speed as he lunges depending on its lunge rate which increases by 0.2 along with damage every hit. Overtime after hitting you enough times, Rapier can become nearly as stupidly fast as Unarmed, even in Battle Royales at high scale we see Rapier to cross the entire arena in a very short notice! Crazy ball what can I say.

Scroll

Nevermind, here's an actual newbie, as during our research Earclacks decided to create one more ball to fight. What Scroll does is that he spawns letters that orbit around it, each dealing 1 damage, and disappearing the moment they hit an enemy. Every hit increases the letter rate by 0.2, a pretty similar and slightly more balanced version of another ball we’ll talk about soon…

Potion

Double nevermind, promise it’s unintentional…That being said,
Potion is no joke, just like Flask, he throws his bottle every 3 seconds creating puddles, however instead of damaging, puddles give a damage boost to himself. When Potion comes into contact with one of his puddles, his damage will switch to the damage buff stat until he lands a hit on the opponent or 5 seconds have passed without landing one. 


More importantly however is that his puddles aren’t just for himself, they also can buff his teammate balls so that their damage would be amplified, but just like with himself amplification also lasts either for 5 seconds.

Slammy

This is where we would like to introduce you to Earclacks’ spin off, Block Breakers, where the main premise is balls competing on who is gonna break all blocks faster. As mentioned earlier these balls scale a bit differently, instead of becoming more powerful after dealing more damage, Block Breakers become more powerful after doing more bounces. As you can imagine these balls normally are breaking blocks instead of fighting each other, but one day, Earclacks let them join in the fight against Weapon Balls. As also mentioned earlier we are letting only those who actually participated in fights to be utmost fair, so some balls like Infinity or Centy won’t be making in. 


With that out of the way, meet Slammy, one of the first and rather basic block breakers. He works pretty simple as he increases damage by 1 every bounce.

Speedy

Speedster of Block Breakers aka
Speedy is known for nothing else but, you get it right, speed! With every bounce Speedy is gonna move faster and faster, while he still deals only 1 damage, unlike with Unarmed his speed doesn’t stop after hitting the target, meaning Speedy can move around super fast as much as he likes, sometimes just like Unarmed also breaking out of bounds because of it.

Splodey

Kaboom? Yes Rico, Kaboom! Because given enough time, no one can stand on the way between
Splodey and his bombs! Splodey increases bomb amount by 1 every bounce, and every 3 seconds he unleashes that bomb amount. Each bomb deals only 1 damage but let it build up for some time and it would become as effective as a shotgun!

Grower

Grower
is also very simple, he just becomes bigger with every bounce. While it may sound cool in theory, in practice he only deals one damage per touch so he must pressure his opponent to actually deal meaningful damage, before the opponent would just kill him because he is a bigger target now, with no upgrades towards health or durability. Especially impossible to achieve in bigger arenas where at that point he just becomes a big wall, at least Crossbow performs decently well in those…

Lazer

Lazer
is pretty fun, even if not as often as other contestants. He already has essentially infinite range with his spinning laser but it operates similarly to an actual laser, when attacking his DPS of a laser increases so that laser would be killing the opponent faster in contact (kinda like Flask), since the laser is spinning and can’t just lock into the target.

Duplicator

Once the main villain of the arc, but after (a very epic) defeat to Lance, ranked down to an average combatant - meet
Duplicator. His gimmick is simple, he just duplicates all copies of himself by 2 every 10 seconds. So from 1 to 2, from 2 to 4, 4 to 8, 8 to 16, 16 to 32, 32 to 64, 64 to 128 and so on and on. Copies have the exact same amount of health as the one they were duplicated from and everyone deals only 1 damage, so their power, similarly to Grower’s lies in pressuring the opponent. The only issue though is that they can’t go on forever, if the main Duplicator ball is killed then all of them are gone. 

Orbital

People will probably hate me for saying this but I actually like
Orbital, mainly because of the color palette that looks like a perfect mix of blue and green but that’s just me…Orbital’s gimmick is that he spawns orbits that increase by 1 per bounce and does 1 damage per orbit. These orbits cannot be destroyed or touched, so Orbital is free to attack you with all of them once they stack, this also however means Orbital can’t block attacks with them, just like Unarmed. Still he is essentially the one we were talking about when saying Scroll is a less op version of him because Orbital on his own is a monster that is yet to be properly slain in a fight.

Heaven Metronom

Reaper

Let’s start with Heaven’s most known weapon wielders.
Reaper is known as one of the quickest contestants in Heaven’s fights as the style of approach is essentially dashing across the arena. But first off, the weapon itself - you’d expect someone with that name wield a scythe of sorts but instead Reaper prefers using scissors! Firstly Reaper throws these scissors around and then dashes right into their direction, whoever is caught into Reaper’s dash gets snipped. And that’s how Reaper continuously fights across the series, snipping opponents that stand on his way. Snip damage starts at 4 and increases by 2 for each snip.

Bow

Heaven’s
Bow operates pretty much the same as Earclacks’. Starts with one arrow, the more hits he gets, the more arrow he shoots, your good ol Bow, the only notable difference is that projectiles visually shoot much faster and Bow very often uses that to his advantage and locks his opponents into arrow combos.

Mace

Mace
operates rather simply actually. His damage is only 5 and doesn’t increase after getting hits. Instead, he rotates very slowly at first and over time increases his rotation speed so that he would get his hits faster and faster.

Katana

Heaven’s
Katana operates almost similarly to Earclacks’. Just like Earclacks’, Heaven’s Katana strength is in parries, but instead of it being slices, this Katana deals damage instantly, like Sword and other your average Weapon Balls, as well as each parry gives +3 DMG. And most importantly parries are the only ways this Katana can get stronger, and after dealing the hit, Katana’s damage resets to being one until he’ll be parrying again, this, hilariously enough gives Heaven’s Katana massive weakness against any unarmed ball as he won’t be able to do parries and therefore increase his damage.

Thunder

The Sorcerer of this ball army is
Thunder, who is known for his lightning attacks. Thunder essentially casts 2 balls of lightning after which these 2 balls connect to each other creating a lightning strike! Thunder’s scaling is also simple, the more damage he deals the longer is the duration of lightning strikes.

Sword

Heaven’s
Sword is essentially just like Earclacks’. Increases damage by one per hit. That about sums it up.

Qiang

Qiang
is rather a bit complicated to work but still an interesting weapon. Qiang’s power and scaling lies on his tip, initially dealing 5 damage and increasing by 5 with each hit, the only problem is that it applies only to his tip, the rest deals only 10% of his current scaling, as well as he can become stronger only after hitting by his tip. 

Dummy

It’s a ball with a fish, that deals 0 damage, and that also just stands there. Yeah useless in combat, that’s why he’s Dummy you dummy!

Dagger

Heaven’s Dagger operates pretty much identical to Earclacks’ Dagger too. With each hit, he increases his attack speed by 0.3, becoming faster and faster the more he hits, just like your good ol average dagger.

Unarmed

Heaven’s
Unarmed operates pretty much exactly like the one from Earclacks, no weapon but he himself will increase in speed and damage the more he hits. Nothing more needed to be said except for…

Sandevistan

Throughout various fights there has been another Unarmed ball wandering around Heaven’s fights, he operates just like Unarmed, but there is something about him that you may think is off, until you realize that after some time, he triggers and quite literally slows down time. Which is why instead of just Unarmed he received the name of Sadevistan

Gems

Gems
is a pretty interesting but also very much chance based weapon. His damage varies from 1 to 4 originally but levels up and deforms into another gem the moment he hits his current maximum damage, with each lvl up his maximum damage increases by 2 making him more and more stronger while as well as more and more random, thankfully he compensates it by doing as much combos as he can when he gets to you. 

Plume

Plume
meanwhile, contrary to lots of combo based weapons in this series is more reliant on doing lots of hits at once. You see, she starts with 3 feathers, throws em, they come back, recall damage starts at 1, increases until the damage reaches their current maximum causing Plume to have one more feather, and then damage resets to one and cycle repeats with one more feather and one more maximum damage. Perhaps one of the biggest potentials out there in a weapon.

Vortex

Vortex takes the spinning bit of weapons to a whole new level, having 3 vortexes flying around himself. These vortexes spin and distance themselves from the ball, until a certain point coming back, dealing only 1 damage at first but increasing it by 1.25 every second or third hit. Worth noting that the moment a single vortex does a hit it becomes intangible and unable to deal damage until all vortexes will deal damage.

Blood Sword

Blood Sword is essentially, The Sword, works just like Sword, scales almost like Sword, damages like Sword does but he’s EVIL! Oh and also he heals as much of the damage as he deals every second hit, as well as he’s needed to deal 2 hits before increasing damage too, that’s important to note too.

Blood Bow

Just like Blood Sword, Blood Bow has no notable differences from an average Bow, except, just like Blood Sword, Blood Bow heals with every second arrow he shoots (phew, that’s a lotta blood in a single sentence). Same scaling rules apply, needing to deal 2 hits before increasing the amount of arrows.

☆Perfect

Perfection is hard to achieve, everyone must know that, especially someone like ☆Perfect. Because his gimmick to be good requires nothing but perfection, he operates just like sword but with two extra blades on sides similarly to how Kylo Ren’s lightsaber is built, he receives +4 damage buff for every hit he makes but there is a catch, to keep these scaling upgrades he must be perfect and receive no damage, the moment he gets any hit at all his damage resets back to 1.

Pipe

One of the two jokesters in Heaven’s cast so to speak. Pipe essentially operates similarly to sword but with an extra gimmick (aside from your good ol favorite sound effect), he increases not only his damage but also knockback, so the stronger he is the further he is gonna send you with his hits.

Traps

It’s a trap! Oh sorry I mean, it’s Traps! His gimmick is as you can expect, throwing traps, which act as an obstacle and can be destroyed in a hit, but the moment they bite you they’re gonna deal as much damage as his maximum combo reached in a match. Sounds a bit convoluted to deal several consecutive hits with traps but it works pretty well in practice.

Kicks

Boots isn’t the only ball who relies on his feet, introducing the second jokester of Heaven’s cast - Kicks! His shoes, unlike your average weapon, are stationary and don’t spin but he is prone to do combos by jumping on you! Starting with just 1 damage the more combos he does in a jump the further his damage increases, so you better not have him locked into you for too long.

Pickaxe

First we mine, then we craft, that is the mindset of Pickaxe. Pickaxe starts with just 1 damage, but with each hit he spawns a block in the arena that both serve as an obstacle and is something that can be destroyed in one hit by either him or any other ball. However the moment Pickaxe himself hits a block his pickaxe becomes stronger and gets +2 damage and eventually spawns more rare blocks, hitting of which increases Pickaxe’s damage more and gives a chance to spawn an even more rare block and at that point you get the idea, he is sort of like Gems but instead of relying on combos and random damage, Pickaxe relies on blocks to give him that extra hit. 

Revolver

Let’s go gambling! Revolver is perhaps one of the most insane Heaven’s balls due to how insanely luck based his scaling is. You see, each round he shoots 4 bullets, each bullet has its own type of damage and probability of being loaded into Revolver’s revolver. 


Red one deals 1 damage and has 80% chance to be loaded, gray deals 4 and has 15% chance, yellow deals 14 and has 4% chance, and at last, blue deals whopping 44 while having 1% chance! But here’s the trick with each hit: instead of increasing damage, Revolver increases the probability of higher damage bullets and decreases the probability of lower damage bullets to be loaded.


Sounds complicated on paper but essentially the more Revolver hits you the likelier it is for him to have stronger bullets loaded. This can cause some rather insane match ups, potentially even ending fights just in a few shots

Coin

But if Revolver wasn’t giving you enough Ultrakill vibes then get ready for this combatant. Coin throws his coins, heads or tails style, the moment one of the coins touches Coin, he starts shooting a big ass laser at his opponent. And that’s the kicker here, while lasers last pretty briefly the more Coin hits the longer those lasers stay and the further their damage and damage of the coins increases.

Baton

Slightly more rhythm based ball compared to other combatants, Baton deals damage based on his beats. On average, Baton deals only 1 damage but if he hits you on his beat then he deals with his beat damage, which also increases after dealing damage. While might seem rather weak, he is very prone to do combos so he is surprisingly pretty quick to scale.

Bones

Sans Undertale Ball. No punchline or references Heaven is not even hiding it. With that being said Bones just like you would expect, throws bones around, these bones bounce around the arena until they hit the target with each hit increasing the amount of bounces bones can stay (or else they just fly out of the arena), similarly to Earclacks’ Shuriken. 


After these bones do 20 bounces, Bones achieves a bad time state during which bouncy bones become blue and invincible, keeping themselves around even after one hit, as well as after 4 hits he throws his gaster blaste-I mean laser! Though he might sound all intimidating, let it be known that his win-lose record is even worse than his original counterpart’s in his own match up spread, and that’s saying something (hell, Crossbow got more Ws than him whaddahell…).

Medieval Spheres

Knight

Knight is the main weapon of the channel (and the Clutch king tho), he increases damage by 1 every hit, and also his armor by 1%, armor basically lets him reduce the damage taken by other weapons, he starts with 15% armor. 


His ability, Super Sword, makes his sword big and multiplies all his damage by x1.4, making him very lethal at times.

Viking

Viking it’s probably the most iconic ball of the channel, and for a good reason! His main ability increases his spin (how fast his axe swings) by 1 per hit, and also his damage by 0.5.  


His main ability, WHIRLWIND Axe, makes a big fog around him that slows down the enemies weapons. But also, multiplies the spin speed by x1.5, making him a beast. 

Blacksmith

Blacksmith is the newest member to the team, instead of scaling his own damage (3 DMG per hit), he scales the damage of his summons, which he has the chance to summon 3 random soldiers.

Rookie Recruit summons a Rookie with a short blade but with very high spin speed, he scales 1.5 spin and 1.5 DMG per blacksmith hit

Warrior Workshop summons a Warrior with the longest blade but slowed spin speed, scales 15 HP and 2.5 DMG per hit

Fighter Forge summons a Fighter with an average blade and spin speed, but has a chance to deal crits (triples the damage the weapon has). He scales 5% chance and 2.0 DMG per hit


Slime

The beast itself, Slime is an unarmed weapon that summons mini slimes with his ability Mini Mitosis every 3 seconds, this mini slime has the 50% of the current HP slime has. On top of that, he also has a goo trail that follows him and slows down enemies speed and weapon rotation every time they touch it. He scales damage by 1 per hit and by 0.1 per mini hit, her goo also scales, by 0.5 per slime hit and 0.2 per mini hit. 


Also, he starts out with 150 HP.


Plague Dr

The good and old Plague Doctor, he was a BEAST before, but got reworked but is still pretty good. Every time he hits something, he summons a rat that explodes when killed, dealing a lot of damage, but also, they are infected with poison that deals damage per second. Rat explosion damage scales by 1.3 per hit and poison damage by 0.7.


His ability, Double Dose, doubles the damage the poison does. So yeah, you don’t wanna mess with him.

King

King is an unarmed ball that has very unique gimmicks, his damage scales 1.2 per hit, and also, he has crown heal, an ability that basically it’s that every time a weapon hits the crown, king will heal himself based on how high the percentage of crown heal is and how much damage the weapon did (ex: Let's say the weapon dealt 5 damage and crown heal is 50%, 5×50%=2.5, then the one with the crown would heal 2.5hp)


His main ability, Pawn Parade, lets him summon 4 pawns that share the same damage as king at that moment. Also, he starts out with 125 HP.


Queen

For her neutral special, Queen wears a gun (or well, a crossbow..) This crossbow is not random, she actually only shoots when the balls are at her aim, every time an arrow hits something, she adds one more. She also has the crown heal mechanic, which could be very dangerous in situations.


For her special, Soldier Summon, Queen summons a Soldier with 60HP with a large sword that deals 8 damage per hit. He uh.. Is not really that useful..

Prince

Prince SUCKS, but is still part of the team so we are counting him, aside from the Crown heal that King and Queen already have. Prince scales his damage by 1 per hit, so like Knight but boring.


His main ability, Blade Blitz, doubles the speed of his sword spin, but also multiplies his damage by x1.4. 


He’s a Knight but without the sauce, I am sorry.

Reaper

Reaper is a dangerous mf, he has the gimmick of stealing enemies health, this scaling by 0.6 per hot. But also, when hitting something, it summons a soul that orbits around reaper, and when his ult Phantom Phase is activated. These souls fly around the arena and deal 1 DMG when touching them, it also makes Reaper intangible. It takes 8 seconds to charge and lasts 2 second 

Assassin

Assassin is a little devil thing, he has two short knives, scaling 0.1 DMG per hit, BUT, with the chance to deal crits, he starts with 2% and scales 1 per hit.

He also has one of the only passive abilities here, Shadow Strike makes him do a dash to the closest enemy, multiplying his DMG by x2.5 for a short period of time. 


Fairy

The most whimsical ball out there! Fairy has the gimmick of summoning magical orbs that follow enemies, when hitting them, these orbs generate a field of DMG and health for 2.5 seconds, the DMG and health scales by 0.4 per hit.


Her ult Wand Whirl multiplies her spin speed fire rate by 1.5x, it also duplicates projectile speed, lasting for 4 seconds. 

Yeti

What killed the dinosaurs? Yeti. He has an ice mace that slows downs his opponent for 1 second, starting with 40% and scaling by 2% and his DMG by 2 per hit. 


In his main ability, Freezing Fury, Yeti throws a big growl and when hitting something, he basically freezes them for as long as the ability is active, they can’t move at all. 

Jester

Everyone loves chaos and gambling, but I don’t think anyone loves it more than Jester. Our chaotic little buddy is the most random ball out there, he can basically alter every one of his stats! 


For starters, when his hat gets hit, he changes his main ability (change can be DMG, Poison, Crit DMG and Lifesteal) DMG scales by 1, poison by 0.7, Crit DMG by 3 and Lifesteal by 0.5. He also scales his weapon size by 0.24.

Also, he cycles between four abilities: Swift Salve heals for 20 HP, Invincible Interval makes Jester take no DMG, Reckless Routine increases Size by x1.5 and the weapon cannot be parried, and Curtain Call increases the main stat by 2.5x.

 Cupid

Cupid, the love incarnated. He has some interesting gimmicks, for starters, his homing arrows have a little AoE at touching the walls, and can also lifesteal (worth noting they are also homing attacks), scaling by 0.6 per hit, arrow or explosion. But also, his main gimmick is the charm, which basically, when an arrow touches an enemy, they get, uh, the “charm” effect, when an opponent damages Cupid with the effect on, they receive the same amount of DMG, Charm scales 0.1 per hit


His ability, Romance Rampage, makes Cupid shoot two big arrows that are in love, these arrows have a little bit more of AoE, so they are useful.

Paladin

Paladin has the mjolnir! She has a base DMG of 4 and basically will spin her hammer faster and faster when she doesn’t receive DMG. When hitting something, she scales the damage of her ult Sacred Smite by 1.5 


Her ult basically summons a powerful Lightning to strike down an opponent, it activates every two hits.


Gladiator

Gladiator has one of the most unique Gimmicks, he scales his damage passively until he receives DMG, but also, can scale his rage, which basically increases Gladiator’s movement and spin speed based on how little HP he has. 


His ability, Colosseum Carnage, doubles his current rage and his charged DMG cannot be reset, so try running, because Gladiator might hit you.

Samurai

HOW MANY CRITS IS ENOUGH FOR YOU? Well, I think Samurai know that answer pretty well. His crits are different enough that the one's assassin does, he has 33% chance of dealing one, he starts with 5 Crit DMG, and scales 2.5, but also scaling his spin speed by 1.5. His base damage is 1 DMG and cannot be scaled


In probably the most stupid ult ever, Swift Slice, he slows down time for 3 second while moving super fast, with this, Samurai is the ult merchant itself… 

Wizard

…Or maybe not, THE STRONGEST ULT MERCHANT OF ALL TIME. Wizard, he throws magic blasts with AoE multiples times per second, scaling his damage by 0.8 and the radius of his blasts by 15 per hit.  Wizard starts very weak, but if he scales high enough with his radius, might be the most useful ball in a big arena. 


His ult, Shocking Surge, makes his staff have a lighting that follows the closest enemies and deals very DPS, this thing was balanced MULTIPLE times, because of how broken it fucking was, Wizard it’s a beast you don’t wanna encounter. 


Goblin

Goblin is one tricky ball, his gimmick, just like in any other self respecting goblin, is coins. With each hit besides increasing his damage 0.7 per hit, he also spawns more and more coins. Each coin gives Goblin 5 HP and a permanent 30% movement and spin speed boost.


Also every time he collects 5 coins he activates his Goblin Greed ultimate, which lasts 5 seconds, and makes it so that each hit spawns 3 coins instead of 1, making him scale very fast.  

Pirate

Yarrrr mate, Goblin isn’t the only one seeking power in money, Pirate comes to fight from the seven seas! Dual wielding cutlass and flintlock. Cutlass works basically the same as a sword, scaling damage and knockback by 1. Flintlock scales the same stats when dealing damage with its projectile, however the main function of flintlock is knockback, which sends Pirate the opposite direction of the blast, as well as knocks the enemy back from where they are hit. Flintlock’s projectiles (which are fired every 1.1 second) cannot be destroyed, and create a small explosion when contacting an enemy or a wall. 


His ultimate Parrot Plunder which triggers after every 5 hits, turns flintlock’s projectiles into parrots with homing attack, and when they damage the enemy they drop treasure, there are 4 variants: Red, green, blue, yellow. Red gives x1.1 DMG, green heals 15 HP, blue gives x1.2 spin + speed mult, and yellow gives x1.1 knockback. All treasure effects are permanent and can stack.

Peasants

But if there are monarch balls, then there certainly are those who want to overrule it, this is where Peasants come in and start their revolution. The stick of the torch deals little damage, but the flame grows powerful over time. Their burning ability scales by 0.5 To quote MedievalSpheres himself on that one: “Burn is similar to poison, but has a few different mechanics. It represents the amount of ticks per second, each tick being 1 DMG, with a total of 2 seconds. Burn DMG can stack. (Poison is DMG per second, and cannot stack. So 5 burn = 5 ticks per second, 10 DMG total, while 5 poison = 5 DMG per second, 15 DMG total, but burn stacks, poison does not)”.


Also just like Gladiator, Peasants have their rage mechanic with which they increase their spin and movement speed, which also increases by 100% once one of the peasants dies. Their ultimate Panic Pyre makes them scatter embers around with their torches, causing enemies who touch them to take damage.

Hamvangolio

Finn

…What the fuck is a Shilleagh? Well that doesn’t matter because Finn has one, his damage is based on how high is his spin speed at the moment, dealing 5 to 20 DMG per hit. Also, at the highest speeds, he can daze opponents when hitting them, leaving them paralyzed for a moment. 

Flint

Flint uses an Axe, this axe deals 10 DMG per hit (6 on Wedge), if his spin speed is high enough, the Wedge stabs through the ball and deals 4 HP over time.

Haliberton

Haliberton LOVES his Halbert for a reason, his blades deal 6-9 DMG per hit, but he has an ability where he dashes through the enemies, dealing 12 DMG.

Kurt

What Unarmed is for Earclacks, Kurt is for Hamvangolio, this ball knows no mercy. His punch hand deals only 6 DMG but what he is most notable for is his grappling ability on the other hand. At which point he literally grabs an opposing ball and slams em down. The higher you are, the more painful the fall is gonna be. And what’s more damning is the fact that nothing can stop him from grabbing you, not even if you stop time.

Lincoln

Man's biggest fear, Taxes. And Lincoln weaponizes that perfectly, when his Ledger hits something, it causes 1 DMG but drops 6 coins on the arena, Lincoln can grab these coins and they go directly into his bag. The bag grows every time Lincoln grabs a coin, and buffs the Grab DMG +1 per coin. 

Otis

Otis from the Backyard?!?!?! But with a shield! This shield has spikes that deal 8 DMG per hit if someone touches them, and also, thanks to being a shield, it can reflect any projectiles. He also.. Tends to fall asleep mid fight, maybe he is just tired.

Paul

A-Assasin is that you??? Well.. Paul really acts like him! He uses two short daggers that deal 5 DMG per hit, but with a 10% chance to poison the opponent when hitting them, this poison deals 3 DMG over time and can last 10 seconds. 

Silas

Silas uses a Scythe to attack, this Scythe deals 8 DMG per hit, but has the ability to reap thru opponent, basically meaning he can damage multiple opponents if Silas attacks correctly, being useful to deal high quantities of damage in a short time. (Silas also has two scythes now)

Thuddeus

Another flail! But this time Grower isn’t sealed inside the weapon… or at least I hope so. Thuddeus can deal 5 to 25 DMG per hit, this damage is based on his speed, so while moving faster, he will punch harder, so he’s a very tough opponent. 

Al

Al might be the simplest weapon in all of the BR, he has a sword that deals 11 DMG per hit and 14 DMG when something touches the sword tip.

Arlo

En garde! As a respectful sir, Arlo uses a foil to fight his opponent, this foil deals 7 to11 DMG per hit when touching their blade tip, and while doing a Lunge, he deals very high damage, 18 DMG to be exact, this lunge will be more accurate at close distances, so think twice before trying to fight this man.

Bosh

Haha, Jumbo Bosh, get it?... He uses a hammer to attack his foes, this damage is based on his spin speed and can vary from 5 to 25 DMG per hit. The faster his weapon speed, the harder he hits.

Dooey

DRILLS! Who doesn’t love drills? Because Dooey certainly does! His drill does 4 DMG per hit, but he can dash through enemies, dealing 8 DMG and can hit the enemy multiple times while doing this (3 Maximum) Dooey is very useful at stacking high damage.

Caesar

The most whimsical and jolly ball out there! Caesar leaves a trail of bubbles when moving, these bubbles can vary in damage and size, going from 1 to 6 DMG per hit, Caesar specialises in stacking bubbles for the opponent to suffer high quantities of damage. 

Cyrus

Who doesn’t love NINJAS??? Well Cyrus is basically that, he throws a kunai per second (occasionally even 3 kunai) that deals 4 DMG per hit, and with Cloak he has a chance to dodge incoming damage, but this doesn’t always work.  


Flikki

Meet the sniper! Flikki uses one and might be one of the best weapons if she plays his cards correctly, she only shoots when her opponents are in line of sight, dealing 17 DMG per hit. She also beat a guy named Lincoln.

Gunther

Gunther would be Heavy’s favorite ball! He has a minigun that deals 4 DMG per hit, starting off at a lower rate of fire, building up towards a much faster rate, until the gun overheats and must cooldown for 5 seconds. He also has very, VERY bad aim, but he’s trying his best.

Huck

SHOTGUN! Huck wields a Shotgun with a 12 pellet buckshot, each pellet deals 4 DMG on their own, and they can deal a LOT of damage when near close. Huck is an opponent you don’t want to fight while being close to him.

Manderly

Manderly… aren’t the best, but they still have a cool ability. They can drop mines in the map that arm after 1 second, these mines deal 11 DMG each on their own, so 9 of them are already to kill a single ball, very powerful, right?... What do you mean they lost to CHUTZ?!?

Meryl

Grimoire… might have an opponent!??!?!! Meryl has a very interesting ability, when her staff touches some enemy, she will summon a copy of that weapon, she can summon 3 copies at once, these copies have 15 HP on their own and are small size. Also, if Meryl touches a heal-based weapon like shaw, the copies will clown Meryl when touching them. Meryl can also syphon 5HP from a summon, letting her survive for more time.

Mira

Mira uses a Chakram as her main signature, this basically works as a boomerang that returns to their wielder after being launched. Dealing 6 DMG in normal hits and 9 DMG when returning to Mira.

Sunny

Sunny wields a cannon, with this she can throw cannonballs that deal 18 DMG per hit and can ricochet several times at hitting walls. Not much else to add.

Wanda

While most balls use weapons to fight, Wanda uses a magic wand, with this she can shoot spells that follow their target and deal 14 DMG, and also they have a random chance to be a Fire/Ice spell. Ice freezes the target for a while, and the fire spells that basically acts like a poison, burning opponents and causing them damage over time. Ice spell dead 6 DMG and Fire spell deals 9 DMG.

Chutz

Remember Grower and how he isn’t the best at Weapon balls… or Block Breakers? Well, Chutz is basically him if he was good. He is an unarmed ball that deals 4 DMG per hit, but every time he gets damaged, he grows, increasing his DMG by +1 per growth. Just.. Don’t talk about Mundus near him, please.

Frank

Imagine yourself with power, but if that power didn’t have a limit, everytime you don’t hit or don’t get hit by something, your power grows per time. That’s basically Frank deal, he is an unarmed ball with a small size, but with the ability to grow his damage over time (Maximum is 50 DMG) resetting every hit. If he gets hit by something, his charge will reduce, this being comparable to the damage he had taken.

Gorty

La Creatura is finally multiplying and is coming for us, Gorty is an unarmed weapon with the ability to make clones every time he gets hit, the clones can also make smaller clones who make smaller clones who.. You see where this is going. The smaller a clone is, the less HP it has, and also, everytime a clone is killed, half of the damage received by the clone is sent directly to Gorty. Gorty and his clones deal 4 DMG per hit, useful for trapping balls with weapons and locking them. 

Louis

Another simple weapon, Louis is the unarmed version of Ham, he deals 12 DMG per hit and can gain speed over time. 

Mundus

If you think you’ve seen all sorts of unarmeds, think again, Mundus will go beyond your expectations. On average this ball deals only 6 DMG however, Mundus has a unique ability to stop time itself. While only for 4 seconds you are completely open and vulnerable for Mundus to hit you as much as he likes. Furthermore he deals twice as much damage in stopped time, which is extremely dangerous when he can perform combos on you. The damage in stopped time stacks and releases fully once time is released.

Obee

Ooh the horrors.. But this time isn’t as bad, Obee has a way fairer ability than his Earclacks counterpart, he can make 1 orbiter Per Second, and when someone touches them, they deal 6 DMG, orbiters can also be used to block attacks from foes and can stack very easily. 

Pobee

If Kurt is the champion, Pobee would be the second place. He’s an unarmed ball that has the ability to ignore the wall to the arena, this can be useful to gain speed, dealing 4 to 14 DMG per hit. Pobee likes to use this strategy to gain speed while dodging the opponent and finally landing several hits with high damage, so he is a powerful threat to this equation.


Shaw

Shaw SUCKS, but we still need to talk about her I guess. She is an unarmed ball that deals 6 DMG per hit, but with the ability that every time she hits something, she gains 6 hp. Also, if she doesn’t take any damage in 6 seconds or more, she passively gains 1 hp per second. In team fights, she can heath 3 hp of their teammate, making her insanely useful and difficult to put down.

Twins

The Twins are two unarmed balls that are tied. They deal 7 DMG per hit and each one has 50 HP. When one of the twins dies, the tie breaks and the other twin becomes angry, increasing their speed noticeably. 

Morana

One of the oldest balls in the Ham’s cast, Morana constantly rots during her fights, despite never actually withering away. Her rotting is so intense, that mere contact with other balls gives them a small amount of rot. Every time Morana hits an opponent, they are dealt 1 Damage on contact, but given 2 additional damage to a rot attack that happens every so often. 


If Morana hits an opponent three times for example, the next time the rot attack occurs, the victim will be dealt 6 Damage. Speaking of, what is her rot attack? Well every once in a while Morana also leaves a rotting trail behind herself, everyone that crosses this trail will get 9 damage per second, at the cost of herself receiving 2 damage per rot release.

Hubert

ANOTHER GAMBLING BALL WOOOO!!!!! Hubert is gambling incarnated, basically he is an unarmed ball that picks a random number from 0 to 50 every time he hits, this process also makes him invulnerable for a short time. The exact method of how he picks his jackpot is a little bit complicated, the jackpot has basically five tiers, each one with a different chance to happen per roll.

The Bad Roll (0) (~1% Chance) (Should Hubert Roll a 0 he will take 50 Damage Instantly)

Low Tier Roll (1-15) (~83% Chance)

Medium Tier Roll (16-30) (~10% Chance)

High Tier Roll (31-49) (~5% Chance)

Jackpot Roll (50) (~1% Chance)

Trax

Trax is essentially one more unarmed ball with a trick. His movement is specifically only within his track (in this case, walls). Each time Trax hits/gets hit he swaps his directions. Still his damage is acceleration based like with your good ol unarmed ball varying from 4 to 14 damage. 

Camila

Camila is one more unarmed ball to count on, this time with the ability to counter damage back, akin to Earclacks’ Shield. However this counter state is active for a brief period so timing is key for her. On average she deals just 6 damage.

B.Rad

Remember Medieval’s Gladiator who after receiving more damage gets angrier and stronger? Now imagine if he loses his weapon but remains just as angry, that would be a perfect description of B.Rad. He starts calm and small at first dealing only 6 damage but being hard to hit, but the moment he reaches 25% of his health or lower he becomes MAD and BIG and deals 21 damage instead.

Kane

Finally after some time there is one more lance in the group, unlike Earclacks one though Kane decided to dual wield his. The single tipped end deals 9 damage while the double tipped deals 6, shall Kane spin his weapon fast enough he can impale the opponent, spinning them around himself to reposition them elsewhere in the Arena.

Aima

But what else could be as intimidating as a literal vampire in the team. Aima by virtue of being one, is essentially immortal and invulnerable to any damage, this immortality seems intimidating but there is a caveat. She is weak to sunlight and the moment the ceiling in the arena breaks (ceiling in question having 100 HP), she would die instantly. 


Other than that she attacks with her fangs each of which deals 3 damage, also if she is fast enough she can sink her teeth right into the ball and drain their life by 1 damage per half of a second, increasing by 1 each half a second. And the only way to shake Aima off is bumping into the wall. So even if her immortality isn’t as impressive, her biting force does compensate fairly well. 

Umbra

If you’ve seen the previous blog then you already know that umbrellas can be a huge deal in the right hands, Umbra think so as well! With his main weapon of choice Umbra deals 8 damage with his umbrella’s tip. While it is not a big deal on average, every 10 seconds Umbra will open his umbrella, slowing his fall and temporarily removing the ability to swing his weapon around, instead floating slowly, with the tip damage during this time reduced to 4, and most importantly, summoning rain from the sky, raindrops of which deal 2 damage each.

Eduardo

Kurt got himself so much legacy, he already got himself essentially a student who learns similar techniques. Eduardo however got himself a few differences (or to be more specific, cheats, he is the most unfair one here) from Kurt to stand out on his own more. If he grabs his opponent in air, Eduardo will throw them upwards to the ceiling, if he grabs on the ground however, he will perform a triple slam dealing 6 damage per slam. He and Kurt can even grab their opponent together to deal even more damage! 


But of course he also has a fist that serves a purpose similar to Kurt’s fist, dealing 6 damage, however Eduardo is a cheater in spirit and can occasionally pull out a pair of brass knuckles that would deal 16 damage instead. And to top his cheating schemes more Eduardo also literally cheats death, the moment he reaches 0 HP he only pretends to die and when a confused ball gets close, he grabs them and performs his triple slam, getting 1 HP for that little last stand. 

Buckley

Though he may look a bit demonic, Buckley doesn’t actually have any relation to hell thematics, unlike another ball we’ll talk about later. But essentially Buckley sports two identical horns on either side of his head. While idle, the horns do 9 Damage on contact. However occasionally Buckley can also charge himself towards the nearest opponent, spearing them on his horns. After being impaled, he shakes the victim around, thrashing about for 18 total damage over 3 shakes.

Mick

Batter up! A bit odd that this is the first weapon ball mentioned that uses a baseball bat, but nevertheless I can gladly accept Mick being the first one to do so. His bat does 9 Damage on contact. If spinning fast enough, this damage can be boosted to 13. The tip of the bat however can do 11 and 17 Damage respectively based on spin speed.


However he won’t be just a baseball bat without a baseball present in the fight. And so he does have a small unarmed ball who is disguised as a baseball, bouncing off everyone taking no damage and dealing no damage. But the moment Mick hits this unarmed disguised as baseball, whoever gets hit by a baseball will receive 5–15 damage depending on how fast the baseball is moving on contact.

Gil

Gil wields specifically a long ranged glaive, the main blade side of which deals 7 Damage per hit, with the small side dealing 3 Damage. However the glaive’s small blade is coated in weapon poison, having a chance to inflict poison on the opponent each contact. He also tends to spin his weapon more frequently compared to most other balls.

Luna

One last shield to talk about, Luna carries a celestial ward that protects her from incoming damage, reducing hits that strike the shield by 75%. The Ward also includes three spikes on it that do 6 damage per hit. The shield cannot be aimed directly but aims automatically in the direction that Luna is traveling. 


However her unique ability is to charge into opponents dealing 12 damage on contact and getting in the enemy's face to try and absorb hits. Also apparently she can taunt ranged opponents by swinging her ward around, forcing all ranged opponents target her for 10 seconds, projectiles hitting the ward in turn will spawn stardust projectiles that fall from the sky dealing 8 damage on hit.

Marina

Marina dual wields harpoons in combat. She fires them independently based on line of sight. The harpoons do 9 damage on contact, and 6 damage upon retracting and reconnecting to the harpoon gun. These harpoons however have one more trick up their sleeve. One harpoon gun pulls her towards the victim, while the other pulls the victim to Marina. Any harpoon that misses and instead hits a wall, always pulls Marina towards it. This makes her incredibly mobile despite being a ranged ball.

Lynx

Lynx is essentially sheriff among Ham’s balls, firing her two revolvers on either side of her, completely at random and independently of one another, needing to reload each one after 6 shots respectively. Each bullet does 6 damage. Her bullets also can bounce off walls once before being destroyed by whatever it hits.

Trent

We’ve reached the point where building equipment is used as weapons, that’s right. Trent has decided to use a literal nail gun as a weapon! It is loaded with a seemingly infinite number of nails, firing them at a consistent rate towards the nearest opponent. 


Each nail does 8 damage on contact and implants itself into the enemy. When nails get out the opposing ball also gets 1 damage, and on top of it all nails in the walls also become essentially an obstacle. Surprisingly dangerous all things considered.

Bates

I love construction, and Bates too! His main gimmick is throwing bricks that deal 9 DMG per hit, but he can also summon a Brick wall, this wall blocks 5 hits for anything and when it breaks, it drops 3 bricks in random directions that deal 9 DMG to

Aevum

Even in funny weapon balls series, nothing is more terrifying than the concept of aging. And Aevum knows to use this, maybe more than you would want it. Aevum is an unarmed ball with a very interesting concept, he deals 3 DMG per hit but also, every 5 hits, he ages his opponents (Aging has 3 tiers so he needs 15 hits to max) every tier make the victim take 50% more damage and decreases their DMG by 15%. 

Yancy

Yancy has lag. many, MANY lag, he might be one of the most interesting balls in the whole rpg, while originally he is a common unarmed ball that deals 8 DMG per hit. His internet is so bad he can experience very poor connection depending on how many internet bars he has.


He can randomly lag/teleport all the time, but when he has ¾ Bars, he will have input delay, coming back to a random previous position. At 2/4 Bars, he will get stuck in a place, just to snap back where he should be (he can multi hit at doing this). Finally at ¼ Bars, Yancy will freeze in a place just to store speed and randomly launch himself to max speeds to a random direction, this deals 16 DMG if he touches someone.


(He might have so bad internet he might even disconnect himself from the game at 0/4 bars, needing 6 seconds to reenter the arena)


Dante

Dante is a ball that comes from hell, and he suffers everyday from that. Initially he doesn’t pay for his opponents and just mind his own business, emitting a very spark of flame that deals 1 DMG if the enemy is close enough to him. Things change when he receives DMG, creating a Ring of fire around him that deals 1 DMG per half second when a victim is within the rings of flames.


Every 10 DMG Dante receives makes the ring of fire AoE and DMG grow up.

100 HP: Small Sparks, Very Short Range, 1 Damage per 0.5 seconds.

99-90 HP First Ring of Fire, Small Range, 1 Damage per 0.5 seconds.

90-80 HP: 2nd Tier, Slightly Increased Range, 2 Damage per 0.5 seconds.

This continues in this pattern until Dante has 10hp left, maxing out at a fairly wide reaching Ring of Fire that does 10 Damage per half second a victim is within the range.

Plok

Plok good, life well. Plok throws a spear that causes 18 DMG, Plok can also throw rock when he need to charge spear, rock causes 1 to 10  DMG. Other balls may have better weapons, but Plok strongest there is.

Forms

Earclacks

Super Sword

Super Sword is still essentially as simple as an average Sword, scales the same, size is the same, deals damage the same, the only difference is that now his sword rotates twice as fast (2 rotations per second), making it easier for him to scale damage.

Super Dagger

Now imagine if Dagger became a sword, that’s essentially the mechanic of Super Dagger as his small dagger now 5 times larger. While it is a rather basic addition, the bigger size does make it quite harder to actually get a hit on Dagger than on average. 

Supper Spear

Spear, on average after achieving high range, has an issue of moving like slow clockwork after being parried once in a while, so Super Spear decided to compensate for it by holding his spear on two sides Darth Maul style, making it much harder to actually avoid being hit by a spear. 

Super Bow

Bow on average shoots a lot, but only does it in one row, so Super Bow, becomes an upgrade and starts shooting from two rows! Each row from a different angle of course, allowing him to cover more area, deal more damage and have a bigger spread.

Super Scythe

Super Scythe has no changes to how his poisoning works, what he gets however is a second scythe that can poison his foes! With it he can now parry attacks more easily and gets hits more often, which is fitting for his outlasting type of strategy.

Super Shield

Now, full on Captain America, Super Shield has all abilities of an average shield but also decides to throw it like Boomerang does, making him gain more width and even push his opponents!

Super Scepter

Super Scepter also got only one difference from the average one, that being spawning a healing box that can only be picked up by herself and her teammates, scaling by 1 health point each hit.

Super Unarmed

Somehow one of the strongest balls got even stronger, Super Unarmed gets an ability to be completely unaffected by gravity and momentum as well as easier to accelerate to max speed, allowing him to maintain top speed for almost the entire time. This makes him keep his maximum potential consistent and overall so dangerous he even killed 8 balls in a single fight.

Super Staff

What is better than one fireball other than TWO fireballs! That’s right now Super Staff shoots one fireball in the front and one in the back. That helps him to attack from different angles and cover more area which is important for such an AOE based weapon.

Super Shuriken

This one is rather simpler: Super Shuriken halves the cooldown of his shurikens from 0.5 to 0.25 seconds, as well as gets 0.5 bounces every time each shuriken hits an opponent instead of 0.25 bounces. This allows him to stack up bounces much, MUCH faster than him on average, as if Shuriken on average isn’t a massive shredder already.

Super Wrench

Super Wrench, much like any self respecting engineer would upgrade his turrets even further, now instead of having one barrel to shoot they have 3, all of which fire at the same time, allowing these turrets to cover even more area with bullets. 

Super Hammer

Hammer’s biggest weakness is losing his momentum whenever he hits an opponent making him need to build up the speed over and over again, which is very disadvantageous in bigger battles. Super Hammer however ignores that issue completely with his ability of no longer needing to gradually accelerate to his maximum speed, increasing both damage and rotation speed by 1 on hit, never, EVER, slowing down. Keep in mind you can’t parry him either, jeez.

Super Katana

Now going even further into anime mode, Super Katana decides to steal Roronoa Zoro’s flow, wearing not just one, not just two, but three katanas at the same time! Bigger hitbox, faster spins, and most importantly of all, stacking his slices, something Katana is unable to do on average.

Super Flask

Super Flask essentially just creates flasks even faster, every 0.5 second to be precise. Plus now he can have 6 spills at once, instead of just 3 like his average counterpart. Generally it is a minor upgrade but it allows him to cover more area with his green puddles.

Super Lance

Tired of Lance constantly hitting walls instead of opponents? Well hopefully this solves the issue, Super Lance gets the sacred ability to aim, now only jousting whenever an opponent is right in front of him. Though he can still miss, due to temporary slowdown to build up a joust first, this still makes Super Lance much more consistent than an average counterpart.

Super Grimoire

One of Grimoire’s main weaknesses is the fact that his minions have very little HP and therefore are easy to kill. Super Grimoire completely negates that issue by making his minions have literally an infinite amount of HP, meaning that balls literally can take any hit and won’t die, while having all the same copying shenanigans an average Grimoire does. The only way to make minions disappear now is only to kill Grimoire himself.

Super Axe

If you thought gambling has reached its peak, think again, Super Axe is ready to hit the jackpot with his bonus ability of rolling a random number between 1 to 250 for his crit damage. At least that’s how far we have seen numbers reach for him, perhaps he could go even higher, you never know the stakes here…

Super Boomerang

Super Boomerang is sadly a bit boring, he only throws his boomerang twice as fast making it more likely to hit his opponent with a throw. That about sums it up.

Super Crossbow

Similarly to Super Boomerang, Super Crossbow is just not that much different, he just shoots faster to the point that he shoots 20 bolts every 7 seconds. Makes it much more likely for him to hit his opponent compared to average Crossbow, but other than that, still your bum ol Crossbow.

Super Torch

At last, but not least, Super Torch gets an ability of making his flames…alive, and not just alive, but following the ball that Torch hits, resulting in the flames being compressed into one single mass and dealing extreme damage to opponents who touch it.

Heaven Metronom

Hyper Balls/Fusion Balls

These are essentially super versions of Heaven’s balls that are either more powerful, more durable or are a fusion and consist of two weapons at once. Most Hyper versions have either increased scaling or very slight changes to how they originally function, mostly just allowing them to go all out with what they can do late game. Fusions are essentially two weapon balls combined into one, whether it be different or the same weapons. And at last B.I.G weapon balls are essentially mini boss versions of them who increase the size of their weapon when losing 50 HP. 


Now the amount of HP these versions of balls have does fluctuate, it’s fair to give them their latest amounts, in which case Hyper balls would have 555 HP, Fusions would have 300 HP and B.I.G balls would also have 300 HP. Since these balls are not way too different from their original counterpart unlike with Earclacks’ super versions it’s easier to list them in a bullet point format, so pay attention now:



Medieval Spheres

Ultra Weapons

Ultra weapons are basically Super MedievalSpheres balls, they are way more powerful than the normal balls and have (at least) 500 HP, unlike Earclacks super versions, they aren’t that different from the normal version either, so making a list of all the changes is way better.


Hamvangolio

Nothing

They are too goated for that…


Feats

Earclacks

Overall

  • Ran 2 tournaments

  • Ran 416 fights (not counting zombie/egg/block fights)

  • 31 balls made and used in a fight (with 20 of them having their own Super forms)

  • Unarmed holds 24 victories

  • Sword won the first tournament against Spear

  • Unarmed won the second tournament against Wrench

  • Lance put Duplicator on fraud status

  • Scepter beat Duplicator while having 2100 HP

  • Spear beat 100 unarmed in 48 seconds

  • Wrench bullied Grower very hard

  • Slammy beat Orbital in the battle of all evil 

Heaven Metronom

Overall

Medieval Spheres

Overall



  • Ran 330 fights

  • 20 Balls made

  • All with a respective Ultra form

  • Plague Doctor holds 22 victories

  • Ran 4 tournaments

  • Knight is the king of CLUTCHES (His first battle was literally him clutching against king)

  • Viking won the first tournament against Reaper

  • Ultra King won the second tournament against Ultra Plague Dr.

  • Plague Doctor won the third tournament against Assassin

  • Viking did the biggest clutch of all time against Fairy

  • Pre nerf Wizard was the king von of weapon balls

  • Prince ended a round with 1226655 HP

Hamvangolio

Overall

  • Ran 209 fights since February of this year

  • Already runs a fourth tournament

  • Already created 52 fighting balls, and keeps adding more (to the point we had to delay this blog this several times over because of him, bro chiiiiil 😭)

  • Kurt holds 14 victories

  • Kurt became the winner of season 1 after beating Pobee, Shaw and Lincoln in a Free for All

  • Kurt vs Mundus was basically Jotaro vs DIO

  • Mundus did 312 damage in a round

  • Meryl did a perfect round and beat Shaw while having 100 HP

  • Al beat Kurt in the second tournament

Weaknesses

Earclacks

(Genuinely who the hell is this guy and why is he flooding weapon ball gifs in Tenor, someone please deal with that…)

Earclacks Weapon Balls are special, no doubt, they made the first step in this whole ordeal after all, but not without a few share of weaknesses. From starters they are probably the most simple out of the 4 here, and most of their functions are much simpler in the end game. High scale Sword only has big damage, high scale Dagger only spins faster and so on, for some a higher scale can even be a detriment like Flail’s big size played to his disadvantage as well as Unarmed straight up leaving the arena when reaching high scale. And it still takes considerable time and effort to increase their scale before getting killed. 


It doesn’t help that some of their super versions are also, while better, aren’t always way too unique, Super Crossbow, Super Flask and Super Boomerang merely shoot their projectiles faster, Super Dagger simply increases in size while Super Sword just swings faster and so on. 


Some balls like Unarmed and Block Breakers also, at the end of the day, are unarmed and can't protect themselves and therefore always will be hit by a weapon, a disadvantage that is especially hurtful against long range enemies.


Heaven Metronom

Heaven’s balls contain some issues similar to Earclacks, but there are some of their own issues worth addressing as well. Mainly that a lot, and we mean a lot of their balls rely on gambling, combos and environment, Trap can increase damage only after getting a combo, Pickaxe can only increase damage after getting necessary resources, Gems needs several hits with variable damage to reach higher level and increase in scale, Revolver’s whole schtick revolves around gambling with chances of getting a good bullet and hitting an enemy with it, you get the idea.


Just like with Earclacks their Unarmeds are unarmed and therefore have all the same weaknesses an unarmed ball would have in a fight, their balls generally still need to grow enough to become strong first, and their upgraded versions are not as unique given they mostly consist of fusions of already average weapon balls.

Medieval Spheres

Medieval Spheres are fearsome foes, and certainly one of the more chaotic competitors, though not without their own complexities. First of all the balls themselves are mostly bigger than the rest, and therefore in a scenario like that one they are essentially a bigger target that is easier to hit. Their super moves is what makes them unique but they can’t exactly control when they can pull them off, as they depend on them dealing damage and as soon as gauge fills, the move will activate immediately. While it may not seem noticeable in an average 1v1 scenario, in a bigger arena it can potentially waste their super move. And of course they have unarmed members too that lack direct protection against weaponry and just like other 2 members, scaling takes time for further growth.


Hamvangolio

Ham’s balls are certainly one of the more unique here but they are not without some weaknesses, firstly as you can already guess from aforementioned weaknesses their unarmed balls can’t block/parry weapons, slightly more hindrance for them, considering TONS of their balls are practically unarmed. The other weakness to note is that almost none of their balls have scaling & growth, and if they have there is some very much tangible limit behind it (Ex: While Lincoln can make his bag stronger by collecting money, his limit is only 30 dmg still). What they start with is essentially already at their peak, which is an advantage at start compared to rest (given how we talked about the disadvantage of scaling for the rest) but becomes an issue later on in the game, as they have to rely on what they have, while other balls can eventually become stronger.


The Verdict

This is very much chaotic match where identifying the winner on average would be pretty hard to accomplish, given there are just, so many balls jumping all around, there are chances for various counterplays and interactions where different balls can be turned out as a winner, so to determine which team will come out on top more times than not it’s only fair to separate it into 3 categories. Starting with…

Potential

Let’s start with their potential first, or to be more specific, their (raw and calculable) scaling and how far it allows them to go in a battle royale. There are a lot to discuss so for the sake of keeping it slightly more brief we’re gonna operate by process of elimination and focus on the most game changing balls that affect this fight. Now keep in mind this category is dedicated solely for the potential of how far these balls can go without taking any other additional factors into account. 


First things first it is pretty obvious that Hamvangolio become dead last in this category, which is pretty obvious the moment you look into Before We Begin, they are simply just, the one balls that lack any scaling to the point that even with our handicap in mind, they can’t particularly grow and would have the hardest time killing balls without receiving big damage in response in a long run. There are some balls that can grow a bit but even they have their limits. But we’ll come back to Ham’s balls a bit in the next category…


Now it becomes more complicated to cover how far the potential of the balls can go, cause it can be anything from range to speed and well, most importantly, damage. So let’s separate it into these three too! Don’t worry it’ll become easier to picture later


Range

From starters let’s talk about the range of balls. Or in other words, the potential of balls that rely on taking you down at long distances. Given the nature of the BR it becomes fairly easy for balls with a good range to build up. Earclacks got their own champs in that matter, being Staff and Crossbow, who while not particularly strong in 1v1s are pretty dominant in Battle Royale scenarios, as well as Spear who can over time grow his spear to affect plenty of space in the arena, Bow and Shuriken who are just spammers of their projectiles and Lazer who already has infinite range! Medieval Spheres also have some solid balls that utilize range, some of which can also be brought up later as main leads like Wizard and Cupid, however Heaven’s balls are probably the ones that are more dominant in range potential. 


A lot of their balls are very good in range, and compared to other balls a lot more dynamic/fast, take for instance Bow and Blood Bow’s whose arrows go across arena at much faster rates compared to Earclacks’ and Medieval’s slower projectiles, or Thunder who can cover a big amount of area via lighting placement, or Revolver and Plume, former which can highly increase his probability of rolling strong bullets while latter can get tons of feathers to cover the arena with or even their laser spammers like Coin and Bones, whose lasers can even go through walls, something that Earcalcks’ Lazer cannot do. Coins and Bones in particular can also have easier time hitting balls instantly to increase their potential. Heaven got generally a bit better range play compared to the rest in terms of potential. But is it enough?

Speed

The other potential factor is speed, speedster balls are gonna go wild here, just to be clear there are around 195 balls in this Battle Royale NOT counting any summons that can be also used for scaling like Duplicator, King, Grimoire, Slime, etc. There are a few but generally decent balls on Heaven’s side that utilize speed, their Unarmed functions closely, Sandevistan slows down time and their Reaper can just ram super fast thanks to his scissors. But on the other hand opposing balls have shown to go faster, you can take a look at Medieval’s Goblin, Assasin and Samurai and see that despite not being as flashy at their peak potential they become so stupidly fast they essentially cover the whole arena. But you may notice another elephant in the room - Earclacks’ Unarmed and Rapier. 


They’re essentially THE Speedsters in this ball community and for a good reason, we’ve seen both become so fast they legit break the game rules to the point that they can either straight up leave the arena or move in in-game’s time stop which is kinda insane. They essentially can become so fast that, say, Sandevistan’s ability to slow down time, won’t even matter anymore for instance. So they most certainly will be the fastest balls in this royale, but of course there is also a matter of…

Damage

And now, the main course of this section. Damage dealing. From starters Heaven’s balls have some of the biggest potential here with Gems, Pickaxe, Revolver, all having massive damage boosts at their maximum potential. However, even with their gambling antics taken to the max, Earclacks and Medieval have greater potential believe it or not. Axe for instance can build up to the point that he 100% guaranteed to get crits and at that point his damage becomes 100+ from every hit (and Super Axe can just straight up get crit of several hundreds of damage from the start), Slammy also is very easy to get more and more damage especially since he relies on just bouncing rather than dealing hits, someone like Lance, Staff and Crossbow also benefit a lot since they are very easy to scale just lack a proper aim. 


However Medieval perhaps takes the cake the most here, with their ultimates and very quick growth in scale, remember Wizard? His spam is very much big deal here, and he grows pretty fast, someone like Plague Doctor or Paladin or Pirate all deal huge loads of damage, and frankly all of them grow fast, and their Ultra versions especially have most of em reach their best Potential giving them a very big headstart to work around. Let’s not forget Viking too, his ult will basically make him a better dagger that also scales DMG, making him and other balls heavy hitters in the Damage department.


This is a pretty close tussle between Earclacks and Medieval, but overall Medieval Spheres have higher potential with a lot of the balls having very fast scaling, despite Heaven’s range and Earclacks’ speed edges. Making the overall ranking in this category:

4. Hamvangolio

3. Heaven Metronom

2. Earclacks

1. Medieval Spheres

However while potential is important there is another huge factor that affects the stakes in this debate, that being:

Abilities

Now things are becoming more interesting, a lot of the balls get very unique abilities and skills to the point that there is just tons of counterplay on all sides, it’s hard to point out all interactions but in this case, this category will go to the most versatile one. Now here it becomes a bit of an opposite, Heaven’s balls all have pretty strong potential but a lot of them rely essentially on stacking damage and in conclusion are the least versatile in this group. So there isn’t way too much to discuss with them, especially when other balls have lots of counterplays against just pure damage stacking. For instance they lack any support units that would defend, heal or amplify them like the other balls, or they themselves just lack on defense options beyond parrying.


Ham’s balls on the other hand are starting to shine more and more here. They have a lot of unique abilities to count, Mundus who stops time and becomes invulnerable in this state, Pobee who can phase through objects and teleport across the arena, Umbra who after opening his umbrella would cover the entire arena with raindrops hitting essentially everyone, Aima who is immortal and would only be defeated via targeting ceiling specifically, Luna who can taunt ALL ranged balls to herself to block all attacks and turn them into a meteor storm, Meryl who can copy other balls for a fight, Shaw who can heal, Morana who leaves rotting trays, Obee who can clone. You get the gist: they are extremely versatile on top of having plenty of balls to count.


And yet despite this very huge versatility, Medieval and Earclacks yet again take the lead. For one both got a lot of summoners. Medieval’s King, Queen, Slime, Plague Doctor, Reaper (technically), Blacksmith; Earclacks’ Duplicator, Grimoire, Wrench. Grimoire for instance is much better than Meryl especially with Super (to which we’ll come back later), and Duplicator can grow exponentially without relying on dealing damage, making Earclacks’ balls likelier to fill the arena with their own summons. So despite Medieval having quantity in summons, Earclacks' quality makes it even game.


In terms of defense Earclacks is also superior, while Otis and especially Luna are huge dealbreakers with the latter getting attention of all ranged balls, Shield alongside his Super version is just much better, thanks to him eventually growing in width. Which in turn makes it very possible for Shield to cover a ton of arena over the course of time. This is important because Shield doesn’t just reflect projectiles and/or damage but also literal abilities too, just like how Shield can poison Scythe or create a turret when Wrench hits the shield. Similarly Shield can redirect opposing abilities back, like Reaper’s soul orbs, or Blacksmith’s ultimate of creating warriors, you get the idea. 


Support is also more safe for Earclacks, for one let’s talk about Scepter. Scepter can scale via both lifestealing and healing, so she can touch all balls which are at least 195 as mentioned earlier, this makes her grow stupidly fast. Sure so can Fairy and Shaw, but Scepter heals much quicker in comparison. Potion also can amplify all of the balls around, creating some rather devastating combos like increasing Bow’s or Shuriken’s damage. 


But of course Medieval still has few schticks, Reaper is still very hard to deal with given his ability to phases, and crown heal is something that makes the royal trio REALLY hard to put down for good in a scenario like that one, but there is also one very VERY big elephant in the room.

Super Grimoire…Super Grimoire is a very insane super version of the ball given his clones are essentially unkillable, and given he can copy literally all balls in the arena, Super Grimoire can steal other balls’ units as long as he stays alive. Meaning that at the end of the day Earclacks balls not only have their unique power sets but also can just take all other powers to themselves, this overall makes Earclacks take the lead in abilities.


Making the overall ranking in this category:

4. Heaven Metronom

3. Hamvangolio

2. Medieval Spheres

1. Earclacks

But of course there is one final and most decisive factor on which the overall verdict relies the most, that being:

Consistency

These balls have big potential to grow, and unique ability to turn the tides, so what matters most is how they are gonna utilize them at the end of the day. General reliability of balls to determine how far each of the ball teams can go the most, without making as many mistakes.


From here the dilemma in our opinions splits into two matches: Heaven Metronom vs Hamvangolio and Earclacks vs Medieval Spheres. Given at that point it’s obvious that Earclacks and Medieval are leading in previous categories leaving less room for Heaven and Ham to keep up. So by process of elimination, the overall placement lies in these 2 matches specifically.


Let’s start with “loser brackets”. As pointed out earlier Hamvangolio’s balls lack scaling to have a bit potential while Heaven’s balls are more or less identical in principle and not as unique, so now it becomes the question of would Heaven’s Potential of damage scaling triumph or will Hamvangolio’s abilities make them clutch? Well, let’s take it step by step, first of all there are generally more of Ham’s balls than Heaven’s even with Hypers and Fusions in mind there are only 45 Heaven’s balls vs 52 of Hamvangolio’s balls. And only 10 of them are Hypers and moreover only half of them are ranged, which are essentially the strongest ones in Heaven’s end. Ham has a clear numbers edge. On the other hand there are still a lot of balls that can deal massive damage in quick go, like Gems and Bow.


But here’s the thing, while Heaven’s potential is pretty big especially against balls that lack scaling, Hamvangolio can actually guarantee to get their hits more often than not compared to Heaven. For one, plenty of their ranged balls actually aim at their opponents instead of just rotating, so they can immediately target balls with no issue. For two, a lot of Heaven’s balls that need to reach high require a lot of gamble and risk, or perform a very consistent big amount of combos. And the issue is there is very small room for error for Heaven in this case. Ham on the other hand already has a lot of huge balls that consistently become a threat from the start, Caesar and his bubbles, Dante’s huge AOE flames, Mundus’ time stop stack during which he also ignores other attacks, Umbra covers the entire arena with his raindrops, Huck’s shotgun which already can deal around 50 damage from the start at closer range. All of the balls already consistently deal big damage and don’t need to rely on a game of chance.


Now it becomes harder for them to deal with Hyper Balls, but keep in mind there are still only 10 of Hypers while most only have 100 HP and won’t be able to utilize their potential entirely. And at that point, we believe Hamvangolio will have better time outlasting between the two while having more room for error and better consistency.


Now onto the main course


Frankly there is a lot to talk about and it becomes a very close encounter, as mentioned earlier both have lots of summoners, both have a respective healer, both have super fast and super strong balls. So at that point it becomes really hard to point out which one of the two will have better consistency. Speedsters can either very quickly kill plenty of troops just as quickly they can die. Torch and Super Torch’s flames are just a constant issue that no one can deal with, until Torch himself is killed. Plague Doctor’s rats deal a lot of poisonous damage, perhaps making even Scythe jealous. Viking is just better than Dagger at this point. 


So to cut the chase, let us take a look at trump cards from each side


Medieval Spheres:

  • Crown heal, which has own scaling too and with a big amount of projectiles can massively heal balls that possess such an ability

  • Reaper who over time can turn intangible while sending his soul orbs.

  • Wizard who delivers massive amounts of area of effect in a very short timeframe, especially in Ultra form. Constantly guaranteed to hit someone.

  • Cupid charm can be really useful considering it would scale very fast, making heavy hitters suffer damage if they damage Cupid with this effect.

  • Fairy who can heal surrounding balls

  • A lot of their balls scale up very fast


Earclacks:

  • Super Grimorire who can copy any ball in the arena, alongside these balls being invincible

  • Shuriken who very quickly can cover the entire arena full of shurikens

  • Shield who can very quickly increase width of his shield blocking and reflecting most of attacks

  • Crossbow and Staff who cover big range with their shots, and are almost always guaranteed to hit someone

  • Scepter who can very quickly heal all surrounding balls, and Potion can very quickly amplify all of the balls.


Now it is a very close encounter, as mentioned earlier tons of but the deal breaker here is perhaps that Medieval’s balls also are mainly with an offensive approach, and have less balls that can cover huge area and support, compared to Earclacks that have various forms to approach this royale, whether it be defense, support, variety, offense and range play. And in the clash between Ultimate Moves and Super forms, Supers are just more ridiculous by virtue of Earclacks’ Supers essentially nullifying a lot of main weaknesses of his balls. Meaning that all things considered, Earclacks takes the consistency.


Making the overall final conclusive ranking in this fight:

4. Heaven Metronom

3. Hamvangolio

2. Medieval Spheres

1. Earclacks

Conclusion

Earclacks

Advantages:

  • Unarmed(s) and Rapier are essentially the fastest balls in this entire Battle Royale

  • Spear is one of the few who can achieve massively long ranges without being targeted in this Royale.

  • Staff is pretty much perfect for this as eventually his explosions will be covering the entire arena.

    • To a degree same applies to Crossbow, whose bolts can both intentionally and unintentionally hit a lot of targets

  • Bow and Shuriken are essentially danmaku users of this royale, and over time gonna shred the arena

    • In combination with Potion they’ll also deal a MASSIVE amount of damage.

  • Axe’s gambling antics allows him to eventually become one of the strongest weapons…

  • Grimoire can copy pretty much any of the opposing balls as much as he likes, and his Super version allows him to keep them alive until he himself will be killed

  • Shield is a perfect defense unit, who can redirect most of AOE attacks back

  • Yuri


Disadvantages:

  • Duplicator while increases in count very fast can also be a very easy and make opponents scale faster

  • Most of their normal balls are a bit easier compared to rest

  • Shuriken’s shurikens potentially can also contribute to crown heal of Medieval Spheres

  • …but Axe still needs time to build up before making his crits more consistent, and Super Axe just remains consistently random to be of an full on help


Heaven Metronom

Advantages:

  • Reaper, Unarmed and Sandevistan are one of the fastest balls in this royale with latter’s unique ability to slow down time allowing to go around areas faster than most

  • Have perhaps the most tendency to lock balls in a combo in this royale

  • A lot of solid ranged balls like Revolver, Coin, Bones and Plume can scale pretty quick

  • Bow, Blood Bow and Thunder have generally good range and can cover areas fast.

  • Have potential to reach incredibly high damage especially with their Hypers.


Disadvantages:

  • The sheer speed of Rapier and Earclacks’ Unarmed and Mundus’ time stop ability can counter Sandevistan’s time slow

  • Much more chance based weapons makes it less likely to utilize their highest potential

    • For instance Pickaxe is very unlikely to grow further because of blocks being randomly spawned

  • Pretty much a complete lack of any healers makes it impossible for them to recover

  • Overall the least consistent balls in this royale, leaving them with very little room for error.

Medieval Spheres

Advantages:

  • Wizard alongside his Ultra version have some of the biggest AOE in the royale.

  • Alongside Earclacks can utilise spawning much more than other teams.

  • Fairy can heal others, and is generally one of the best support options in all of the BR.

  • Reaper can stall with lifesteal, and intangibility + soul orbs let him survive for long.

  • The best consistency balls aside for Earclacks.

  • Generally the most versatile options aside for Earclacks (freezing, time slop, crits, the fucking rats, various summons, armor)

  • Katana and assassin crits scale insanely fast, and would do high DMG at late game

  • Ultra balls are busted…

  • Crown heal is really useful for the Royalty balls…

  • Their super moves can essentially be a game changer…


Disadvantages:

  • …but their timing of them makes it harder to utilize to its best

  • …But only 3 balls have this gimmick 

  • …But super balls are even MORE busted


Hamvangolio

(Art by ᴍᴀɴᴅᴇʀʟʏ_ᴍɪɴᴇꜱ on Discord)

Advantages:

  • Practically have numbers advantage, at least when it comes to named balls alone, minus summons

  • They start out mostly stronger with their weapons having a specifically established damage…

  • Mundus’ time stop ability allows him to essentially go around the arena and deal damage without being harmed.

  • Huck’s shotgun is the biggest damage dealer in the team, which helps at the start of the game.

  • Meryl can replicate what Grimoire does, creating copies of opposing foes…

  • Chutz is essentially a better Grower

  • Umbra can cover the entire arena with his rain

  • A lot of balls have one of the most solid consistency in the context of this royale, especially thanks to plenty of balls aiming their shots.


Disadvantages:

  • …but the lack of scaling makes them have the least potential for growth compared to other balls.

  • Lack of proper AOE makes them less likely to get a hit from distance compared to some other opposing balls.

  • No answer to plenty of Earclacks’ and Medieval’s unique abilities and attacks

  • …but Grimoire is still superior of the two via not having a limit on the amount of clones and his Super form essentially making those clones invincible.


Now this was a very tricky fight with a loooooooooot, a LOT of factors to play into account. And we didn’t even go into some other more niche matchups or factors so we might have missed some facts in Advantages and Disadvantages given the utter chaos between all of the balls here, like how Kurt vs Super Unarmed would go, or which katana wielder is superior, or who is the biggest bum here, etc. But all things considered, with their biggest trump cards we have reached our several conclusions.


Heaven Metronom, while has very huge potential isn’t as versatile in abilities and far less consistent compared to other balls, leaving them with very small room for error compared to the rest, leaving them at the 4th place.


Hamvangolio contrary are very versatile balls but don’t have a big room for growth so they can’t deal with everyone at once, meaning eventually they are gonna be just outclassed by other 2 teams, leaving them in 3rd place.


And at last between Earclacks and Medieval Spheres it becomes a very close tussle. Both have very strong scaling not reliant on chance for the most part, and with this huge amount of balls both can reach their peak very, VERY fast, Medieval is slightly better in terms of damage potential while Earclacks is a tad bit more versatile so in overall game of attrition. The question is which team has more going for them to utilize their advantages more consistently, from which while close, Earclacks balls have all the means necessary to utilize their advantages in more scenarios than Medieval Spheres, leaving the latter at 2nd place. 


These qualifiers were very hard, many balls have rolled and fallen in this fight, but it seems this simulation was left with ears to clack this competition.


The winner is Earclacks!

Final Tally

Team Earclacks (3) - Normally Normal, Oleggator, Roxx

Team Heaven Metronom -

Team Medieval Spheres -

Team Hamvangolio -

Bonus Message

Why hello there, if you are already familiar with my blogs you might be confused, because “what about your other Army Battle Royale???”. I’m slightly shocked to make one more BR too, so I digress, I just think this match is very fun and also has plenty of super funny interactions so it’d be interesting to see peeps talk about it more too. It’s a bit unorthodox from your average vs match but still!


As for Worms vs Army Men vs Small Soldiers vs Mushroom Men (or Wee World War/W.W.W. for short because that sounds cooler…), it’s still in development, not canceled or anything of that kind. It just has the issue that, at the end of the day it is a collab blog and given I’m collabing with a blog series that currently is researching Kamen Rider of all things…yeah no wonder I accidentally got into a crossfire. I gotta wait a bit once ExtinctionEvent’s KaibaGemn blog releases first. And maybe get a bit more support for blogging on W.W.W., we’ll see how things would turn out.


However I’d probably also like to open one more blog into development, while it won’t be a priority for a bit, with other works in mind, I would like to at least start gathering some people for that one too, so don’t mind me with yet one more:


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