New Huttball General Strategy Guide
I have seen SO many folks upset about new Huttball rules that I thought the best way to help is to share what I've seen works, so that we all have better matches. Sorry it took so long to get it out, but hey, you'll have it for next Huttball event, right?
One note: this guide is assuming all hunters have maxed out their abilities. If they haven't you're playing with a handicap in a very unforgiving variant.
I. PICKING
- Two options: Ideally, wait a few seconds for everyone else to lock in and then pick whatever is missing from the ideal team roles, in order of priority. (Which is 1. Runner, 2. Runner, 3. Mix, 4. Support) That said, if your team doesn't have an Aran Tal, Slingshot, Rieve, or Nox, your best bet is to pick one of them. You can also often steal a victory if you're runner heavy because there's a good chance someone fast on your team will get the ball whenever the opposing team doesn't have it.
II. GENERAL ROLES AND PLAY
- Runners
- Runners without the ball - Your job is to get the ball or support another runner who has it. If the other team has the ball, attack their runner or supports depending on the situation. Support other runners by blocking for them and attacking opponents that are in their way.
- Runners with the ball - Your job is to get the ball to the goal, as fast as possible. If low health makes that impossible, your job is to protect the ball by keeping it away from the other team as much as possible, or passing to another runner.
- This is the hardest role in terms of technical skill. However, strategy-wise, if you can't chain and plan abilities and routes in real time, this is not the role for you.
- Mix
- Mix without the ball - Your job is to support the runner if a runner is available, run with a dropped ball if a runner is unavailable, or protect the ball from the opposing team. depending on the situation. This role is a mix (hence the name) of running and support.
- Mix with the ball - Your job is to run the ball (or at least prevent it going towards your own goal) until you have a runner available, at which point you need to pass directly to, or just ahead of the runner, so they can pick it up and score. After a pass, continue your role without the ball (see previous bullet).
- This is the hardest role in terms of strategy, because it is context driven and optimal strategy requires constantly assessing the current play dynamic, though not as technically demanding as runner, especially if you have a strong runner on your team.
- Support
- Support without the ball - Your job is to clear the way for a runner and ensure that it is as difficult as possible for the other team to score. There are very few situations when you should try to get the ball or get in the middle of the fray.
- Support with the ball - Your job is to get the ball to a runner or at least a mix hunter as fast as possible without sacrificing the ball's progress down the field. You should only ever have the ball as a last resort.
- This is the simplest role in terms of strategy, but still has a technical component (usually the ability to land headshots and critical stops at important parts of the game). Players that are not good runners are often good supports.
III. HUNTER ROLES AND PLAY
- Aran Tal
- Runner - Use the Mando's blastback to sneak into a the center just a second before the ball spawns. If you do it right, you'll knock anyone crowding the spawn back while picking up the ball yourself. Then blast again in the direction of cover if needed, or toward the goal if it's free. Use his air assault to gain even more distance or verticality if your opponents are close to you. If your team has the ball, try to stay a bit ahead of the ball, while keeping an eye on it, as Aran can clear fields effectively if you're practiced. If your opponents get the ball get as close as you can to the carrier and push them back with your abilities to the extent possible, while never letting up on the trigger. His ultimate is diverse in uses, so try it out in all situations.
- Charr
- Mix - Charr can keep the spawn clear, can run as a backup and is great for stopping opponents rushing. Use his trap on the spawn to keep opponents still if they try to sneak in (like mentioned above) or to give you a couple seconds to put in a headshot. Try to keep the ball free for a faster runner if you can, but don't be afraid to run if you're alone with the ball. Keep the regen booster for when he's lost at least half his health so that you can keep plowing forward under fire. Stay close to a teammate with the ball. His support will get the ball to the goal often if you do, as he can handle would-be defense well. If the opponents have the ball and you're close, thether at the earliest opportunity to give your team time to stop and use your trap in tandem to prevent the other team's advance. If you're far from the opponents with the ball, you have to assess if they're going to keep making progress or if your team is going to turn over; if the former, trap your goal at the most likely approach or a choke point and hang at halfway to midfield to catch them with tether, if the latter, keep moving as fast as you can to provide support. Best to save ultimates for stoppage unless he has the ball and needs a burst of speed to the goal.
- Diago
- Support - Diago is not a forward player, but should move up to quarter-field and half-field as to best support his team. No matter what, first thing he should do is mine his team's goal and spam his senses ability throughout the game. Diago is only an effective choice if you can consistently land headshots. If you can't, other hunters will be a better pick. If his team has the ball, he needs to stop and slow opponents ahead of it, unless the ball carrier is alone and in trouble. Focusing on tanks is a good idea on most occasions except if someone is breaking away toward your goal, of course. Only under the rarest of circumstances, like an open field with no one near the dropped ball should DIago try pick it up. Even then, the best case is to use his grapple to get the ball to safety or for a pass to a runner, unless he's able to score. Save ultimates for dire situations.
- Grozz
- Mix - Temu Chewbacca can do it all, though he's a jack of all trades and a master of none. Grozz can clear a spawn or use his stampede into it one second before to guarantee a possession for the team or at least a drop by an opponent. He can also use stampede for running to some decent effective as long as he has a war cry to keep him upright while it recharges. Don't try to run though, if a runner hunter is available, it's better to run with the runner and provide support or be a meat shield. It goes without saying his clubs' passive slowing is good for dropping opponents' movement speed, so wherever the opponent carrier is, stick to them like glue. His ultimate is really best for two things, stopping, as it's too easy to dodge unless your opponent doesn't see it or has no where else to go, and making a clear, straight path for the runner.
- Imara Vex
- Mix - Vex is a great mid- to long-range shot, so don't crowd the spawn with her, and instead work on clearing it for yourself or a teammate. You may also be able to use a charged up rocket to knock an opponent off at the spawn if you time it right, so that you or a teammate can pick it up, but this is difficult, so if you don't have good timing, as said previously, hang back. If she has the ball, jump or grapple forward as soon as possible to get a boost and carefully make your way to the goal. Consider passing if you have a fast teammate nearby, but make sure you throw where they're looking unless you can guarantee the ball will hit them. If you don't have the ball, hang a bit back and clear the field at and a bit ahead of the runner, especially if there's a Diago. If the opposing team is running the ball, hanging back like Diago is a solid play, but you need to focus fire on the most formidable opponents, unless the team is near to scoring. Ultimates work like Grozz, use them for stoppage (and make sure you aim it) or to clear a path for another runner.
- J-3DI
- Mix - Use the Luke fanbot's pull to keep the spawn clear and his deflect stance to keep fire from runners at spawn or on offense. Keep picking up your spare parts to be a real nuisance on offense or defense, but make sure you support your team while doing so. If you're absorbing fire, that's often enough to give your team an edge. Don't try to run unless you're the only one on your team near the ball, but do use your ultimate to move forward as fast as possible, and give up the ball to faster players when they catch up. If the opponents have the ball, make sure that you keep that pull in reserve, for the last second or when your team can swoop in and grab the dropped ball.
- K-A0S
- Mix - Use K2...er...K-A0S' blaster to keep any spawn campers off backhand to clear the spawn point of any stragglers right before the ball pops. You can also grab the ball with a lunge to get in at the last second or get a few extra meters of distance at the start. If you have a runner, again, defer to them as they can often score easier/faster, but don't be afraid to run if there isn't one handy or you have an opponent looking to grab the ball. Keep your shield up, as there's not a significant advantage otherwise, and remember uppercut can slow opponents. Use backhand often when your team doesn't have the ball; every second extra the opposing team has the ball is extra opportunity for your team to regroup and recover it. Save your ultimate for protecting the goal, just be sure to use it before the ball carrier is within throwing distance of the goal, and try to get as much of the opposing team in the splash area.
- Nox
- Support - Nox isn't slow, but she's not fast either, so she is more lethal behind the front. Keep back from the spawn until it's clear, unless the ball is out and unchecked. Try to land headshots on the tanks. If the opponents get the ball and it's not a tank, you need to be proficient enough to get a headshot or a fully charged poison spread on their runner. If you can't do this effectively, as is the case for Diago, it's best to pick another hunter. If you do get the ball, immediately double jump/boost and consider using aerial dodge to get maximum verticality while moving forward as this will be hard for most opponents to follow. If you're low on health and can't pass, use this to also toss the ball somewhere that is hard to reach or will be blocked by an obstacle for your opponent (actually a good idea for any hunter in this situation), as most opponents will have a hard time adjusting to this. Nox's arrows make her shots drop at long enough range so focus on mid- to close-range shots when you're supporting another runner or playing defense. Again, target tanks as she can more effectively stop them from rushing the ball than other hunters, unless an opposing goal is coming. Save her ultimate for dire situations, and if you're stopping an opponent's run, make sure you do it out far enough that they can't toss it in.
- Pilbush
- Mix - Use the fluffy little people eater to clear out the center at the start with grenades, then, if there are any enemies remaining, throw wisties so that it covers the spawn but so that the center of the swarm is on your goals side of the spawn; this way enemies will have to go through the whole swarm and take significant damage and slowing if they get the ball. If you think you can swing it (I have trouble timing it) you can time a leap just a second before the spawn and push everyone out of the way to pick up the ball. Whoever gets the ball, use your overload immediately, either to run with the ball to the goal if you have it, or run ahead to the goal to provide support, or to get back to your own goal to provide defense. If you have the option to grenade two players at once by shooting between them, do that unless your opponents are close to the goal, then prioritize stoppage. Again, if you're throwing wastes, throw them so the center is just ahead of the opponent so they have to run through them. Ultimates are good for either creating a no-go zone in front of your goal, creating a clear path to the goal for you or your team's runner, or obviously to clear out the team if they're clustered, just make sure you don't wait too long to throw it, as opponents can cross half the cluster area and throw the ball before they're eliminated.
- Rieve
- Runner - Rieve should not charge the center at start; either hang behind an obstacle and throw her saber if possible. Keep her health at peak because she's likely to lose a good bit at ball spawn and she has little to spare. Right before spawn use ruthless pursuit to dash at the spawn point if it's not clear. If you get the ball, use vicious leap to get as far toward the goal as you can, prioritizing closeness to goal and verticality, then switch between that and ruthless pursuit until you're through or defeated. Only pass if you have no other option because it's very easy for her to get killed while passing and have the ball not actually move. If another runner on your team grabs the ball at spawn or drop, keep up and try to stay between them and the opposition. If the other team grabs it, continue to attack them from behind (i.e. with them between you and your own goal); this way they will have to turn around, and face you to combat while walking backwards without visibility to the goal or your team (who should otherwise be between them and the goal). Ultimates are best used at goals, theirs or yours, to help pull the opposing team together and disarm them. You have to survey the field when using it though, often, it makes more sense to just grab the dropped ball and leap/dash, rather than finish off any downed opponents, but if you have another runner, give them first opportunity to grab the ball and only pick it up if they don't.
- Sentinel
- Support - Just because can run, doesn't mean he should and he definitely shouldn't anymore, because he moves like a Bantha. Sentinel is best used as a shield and support on offense and stop on defense. At start, have him bully the center with his suppressor shot and barrel slam abilities, and when a runner grabs the ball, keep in front of them if you can to absorb fire, or mow down those who are assaulting your runner. If the other team has the ball, get a suppressor shot off as soon as possible and use the time get closer to your goal, then barrel slam often to keep the opposing team back and give your team time to regroup. Hold the ground directly in front of your goal unless you need to be higher to see the opponents, then use your abilities to stop, saving your suppressor for last. Ultimate is good any time there's a fire fight, but it's particularly more helpful mid-field and at the opponent's end, compared to guarding your own goal, as your troops won't target the opposing ball carrier unless they're running solo.
- Skora
- Runner - Skora is now a Huttball fiend. Don't crowd the center but play her traditional support role from behind the front at spawns. Keeping your team in top health is to be prioritized over taking out other players. When the ball spawns, if you can boost to the ball, do it and use your second boost to either gain distance to the goal, or gain cover. Remember she will self-heal, so be cognizant of your health and don't make a dash straight at the goal if there's not a fair chance you'll make it. If you can stim shot your team while running, do it, but don't sacrifice field position to do so. If someone on your team has the ball, unless you can eliminate a threat in one or two shots, stay out of fire and focus exclusively on healing them. If the opposing team has the ball, stay just out of range just behind them to be a nuisance and try persuade them to turn around to hit you, then get out of the way if they do. Ultimates should be thrown ahead of the ball carrier's path, whether they're on your team or the opposite, giving them the most healing/damage possible, respectively.
- Slingshot
- Runner - To no one's surprise, Slingshot is Dizzyingly fast (get it?) At the start, it may make sense to shield and scatterbomb crowd the spawn, using your size to physically keep others off the spawn, but only do this if you'll survive. Otherwise, stay back with your shield, and focus on the hardest runner or mix for your team to stop (that's usually the one that'll be your rival this match) and when the ball is about to spawn, trickshot in there to knock everyone back and grab the ball. If a teammate has the ball, with the exception of other dedicated runners, it may be a good idea to use the new "Pass the Ball" emote to let them know you're ready to take it and run. If they don't get the hint, cover with your shield. When you do have the ball, charge up your trickshot if you can and go straight for the goal. If you can't, look for a quick way to boost forward to a point of cover. If the opposing team has the ball, get right in their face, and be a nuisance to the runner, but prioritize staying alive so you can quickly trickshot out, once they drop the ball.
- Sprocket
- Support - Cadet Akbar is a true support in Huttball. At spawn, prioritize keeping your allies alive, then on putting drone defense on the best runner on your team, and a targeting drone on your opponent's fastest runner. Put your medical droid dead center on the ball spawn a few seconds before it spawns (if it's not already out) and you may effectively block the other team from being able to grab the ball. It's hard to keep up with a runner, so try to throw a medical droid well ahead of them if you have it available, but otherwise keep back and try to weaken the other team. If the other team is coming at you, stay behind other players and keep them alive, shooting only after you have all abilities out. If you're alone with the ball, it's ok to run, because Sprocket's turbocharged passive move will help you make at least some forward progress. Ultimates should be saved for either when your runner has a chance to score and the area has at least two opponents, or when the opposing team is strong enough to score and is moving toward or is at your goal.
- Utooni
- Support - Use these glorified desert car salesmen to be a close-at-hand sidekick to your runners and a progress stopper on defense. At start, stay back and use your pulse blaster, unless an opponent gets close, in which case, switch to your arc cannon. Use hands off (or your ion imploder, if it's not available) to clear the point just before spawn for your team, but prioritize your safety. If the other team grabs the ball, throw the imploder, switch to arc cannon, and stand in front of them, so that you can do maximum damage, and will drop a surprise right on them if they defeat you and keep progressing. If your team grabs the ball, slow the other team with your abilities and try to stay on an opponent using your arc cannon as it's higher on DPS and harder to miss while using. Use ultimates to clear a path for runners (and light the way!) or to clear an opposing runner off the arena, but make sure you have a clear shot between you and the goal in either case before activating, or your opponent can give you the slip while damaging your runner or making progress themselves.
- Zaina
- Runner - The bionic woman stays a clutch runner in new Huttball. Prioritize keeping your team alive but otherwise try to stay just off the spawn point behind cover. Spam the bacta bomb button throughout the match, except when your health, and the health of everyone around you, is full. When the ball spawns, try to get it without rolling, then dodge roll forward to a jump pad or cover. In past Huttball rules, she'd need to self-pass by alternately tossing the ball and rolling into it to move fastest, but now she doesn't move faster by so doing. Just try to prioritize cover as you make progress. If another runner has the ball, keep them alive as a first priority, shoot opponents second. If the other team has the ball keep more distance if you're in front of them as it makes you a harder target, but if you're behind them, shoot from up close to try to get them to turn and attack you, slowing their progress. Ultimates should be used wherever they'll best serve you and the team.
IV. OTHER PLAY PHASES
- At start and ball spawn
- Pick up as many ultimates as you can at the start. While you might be tempted to fight the middle with your team, most often opposing players will just sit in the center. Every second you're sitting still you're helping the other team win. As discussed above, even with a full opposing team in the center, good players can sneak in, grab the ball at spawn and swing out. In that case, it's actually better that the entire opposing team is in the middle, because that leaves you with no one between you and the goal.
- About to die with no help from team.
- If you're near the goal, rush toss and throw at the last possible second. I've got many goals I thought were out of range of a toss. If you can't make it to the goal, toss the ball in a place that is away from opponents, hard to reach, or will be blocked by an obstacle for your opponent. The shock posts in Gauntlet are also very helpful, and a jump point can launch a tossed ball and may be a good option as well.
- At a crowded goal with the ball
- If you have health to do so, rush in unless you expect an imminent stop like Sentinel's suppressing shot. Often times it makes sense to get the ball near a ledge near the goal and then jump off and use an ability to boost in quickly, catching opponents by surprise and limiting the amount of time you're vulnerable to fire. In all other cases, either jump and try to toss it in around or above the opposing team (it works more often than you might think) or to a teammate with more health if scoring isn't an option for you personally.
- In between goals
- If the goal just happened and there's a good chance you're about to die, do it as quickly as possible while still weakening and defeating opponents, you'll usually have enough time to respawn and get to the ball spawn. If you're more confident you'll survive, take the time to get at least to 75% health, and then to spawn, but prioritize health, because you're not going to do much otherwise and the consistently worst time to die, other than when the ball is at your goal, is at ball spawn.
- When you're down
- Even though I gave you what are the typically best strategies to use, that doesn't mean your team will employ them and you end up with a Diago and Sentinel trying to rush and a Skora trying to snipe.
- In this case, I recommend changing up the plan entirely; maybe try to stay close to your knucklehead teammates to keep them alive,(after all, a dead teammate is completely useless) or maybe there's just one problem opponent that you could make your mission to just kill relentlessly. Maybe your switch up in strategy will inspire the others to play
betterdifferently.
- In this case, I recommend changing up the plan entirely; maybe try to stay close to your knucklehead teammates to keep them alive,(after all, a dead teammate is completely useless) or maybe there's just one problem opponent that you could make your mission to just kill relentlessly. Maybe your switch up in strategy will inspire the others to play
- Watch what the other team does, you'll probably learn something or at least a neat trick for that particular map.
- Even though I gave you what are the typically best strategies to use, that doesn't mean your team will employ them and you end up with a Diago and Sentinel trying to rush and a Skora trying to snipe.
If you appreciated this guide, and you want to return the sentiment, I would count it a favor if you read the Gospel of John, checked out the book "One Hour with the Bible" or watched a few Bible Project videos of your choice. I only suggest these because I personally believe that they would be useful to anyone, but if that's not your bag, no problem.
Cheers and happy hunting!