Level 1

Quoted: DfA notes: Assuming a hero is always in range, you will fire 4 missiles when using Grappling Hook Swing, and 3 missiles when using Piledriver. At level 1, missiles will add 78 bonus single-target damage to Piledriver. At level 20, with a completed quest, this single-target damage would increase to 246. At this point, Piledriver deals more than double damage to a single foe, but completing the quest take a while!

Level 4

Level 7

Level 10

Level 13

Level 16

Quoted: Note that this synergizes with Adaptive Weaponry at 7, and Pulverize at 13.

Level 20

Dance:

When travelling at a speed of 5.5 or more, you gain 32+4% points of permanent shielding per second, up to 224+4% points. In addition, you gain bonus health regen equal to 5% of this shield's current value.When travelling at a speed of 5.5 or more, you gain 5 armor- Quest: Collect Regen Globes- Reward: Each Regen Globe increases the armor bonus from Ball is Life by 1, to a maximum total of 20.While you are in the air, you fire 4 missiles per second at enemies, with 3 range (prioritizing heroes). The missiles deal damage equal to your basic attack damage. (Being in the air includes during Grappling Hook Swing, and while channeling Piledriver)Quest: Hit enemy heroes with Death From AboveReward: Every hero hit permanently increases the damage by 0.25% of your attack damage, up to 50%.Grappling Claw accelerates you to maximum mounted speed after casting. You are no longer immobile during Grappling Claw Swing's air-time.- Quest: Hit multiple heroes when casting Grappling Claw. Each hero hit beyond the first adds one stack of quest progress.- Reward: When you reach 20 quest progress, hitting enemies with Grappling Claw now grants 10% increased maximum mount speed for 3 seconds, stacking up to 4 times.After Piledriver finishes casting, you accelerate to maximum mounted speed, and remain unstoppable for 1 second.Activate to dash 2 units. If you are mounted, this ability dismounts you. CD of 30 seconds. Dealing physical damage reduces the cooldown of Scamper by 1 second. You can attack while scampering.Hitting enemies with Ablative Shield marks them as long as your shield remains. Dealing damage to a marked enemy causes them to take 120+4% damage. Dealing damage to a marked enemy hero heals you for 125% the bonus damage dealt.Activate while using Grappling Claw to reverse direction when you would normally end the ability. You may use this once per grappling claw cast.Activate to make your next basic attack against a hero deal 200+4% bonus spell damage and stun them for 0.75 seconds. CD of 45 seconds. Dealing damage with basic abilities to heroes reduces the cooldown of Ham Fist by 5 seconds.MinefieldPinball WizardWhile Adaptive Shielding is active, your attack speed and unmounted movement speed is increased by 20%.Enemies hit in the inner 75% of Piledriver's radius take double damage and are stunned for 0.75 secondsActivate to cast Grappling Claw. However, this grappling claw can also collide with enemy units. If you hit an enemy hero, you instantly charge into the hero, dealing 220+4% damage and knocking them back 2 units. CD of 20 seconds, can't be used if Grappling Claw is on cooldown.Using Adaptive Shielding slows all enemy heroes hit by up to 70%, decaying over 2 seconds. Initial slow decreases the further away they are.Using Piledriver while using Grappling Claw decreases the cooldown of Grappling Claw by 2 seconds per enemy hero hit.While Adaptive Shielding is active, Piledriver has 60% increased radius. In addition, each enemy hero hit boosts your shield as if you hit them with Adaptive Shielding. Hitting at least one enemy hero also refreshes the duration.Minefield mines now deal bonus damage to a hero equal to 10% of their max health. A hero can take bonus damage in this way a maximum of once per mine field. In addition, mine chase radius is increased by 1 unit and they prioritize chasing heroes who haven't been hit yet.Pinball Wizard now stuns enemy heroes for 0.5 seconds, and heals Wrecking Ball for 25% of his missing health with each hit.Piledriver creates a cloud of debris in a 3 unit radius around you that last 3 seconds. Enemies in the cloud of debris are blinded.On death, Hammond ejects from his mecha and is launched into the furthest bush within 12 units over 3 seconds. Hammond dies in 2 autoattacks, and can't do anything but scurry for dear life. However, while alive his death timer ticks down twice as fast, and if he survives the full time, he will respawn at his current location. Both Hammond and his Mech are now worth 0.5 hero XP.(His mecha does the dance too)