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Junkrat

Trait: Total Mayhem

Upon dying, drop 5 grenades that explode after 0.75 seconds, each dealing 250 damage to nearby enemies. Does 75% less damage to Structures.

Frag Launcher

Frag Launcher
Cooldown: 12 seconds
Launch a grenade that explodes at the end of its path or upon hitting an enemy, dealing 128 damage to nearby enemies. Grenades can ricochet off of terrain. Deals 50% less damage to Structures. Stores up to 4 charges. Frag Launcher's cooldown replenishes all charges at the same time. There is 0.5 seconds cooldown inbetween charges. If the grenade lands on unpathable terrain, it explodes immediately without bouncing.
Concussion Mine
Cooldown: 16 seconds
Place a mine on the ground. Junkrat's Trait can be activated to detonate the mine, dealing 180 damage to nearby enemies and knocking them back. Junkrat can also be affected by Concussion Mine, but takes no damage. Limit 1 active mine. The mine is invulnerable and untargetable and lasts indefinitely until detonation or placing another one. This ability knocks the targets hit into the air, making them fly over terrain. Distance of the knockback depends of how far is the target hit from the center of the ability's Area of Effect, with the longest being the farthest. Targets are knocked in air for 0.75-1.0 seconds depending on the launch distance. Concussion Mine provides vision in 3 radius.
Steel Trap
Cooldown: 12 seconds
Place a trap on the ground that arms after 2 seconds. Deals 130 damage to the first enemy that walks over it and Roots them for 2 seconds. Limit 1 active trap. The trap is invulnerable and untargetable and lasts indefinitely until triggering or placing another one. Steel Trap provides vision in 5 radius.

RIP-Tire

RIP-Tire
Cooldown: 80 seconds
Create a motorized bomb with with 530 Health that lasts 15 seconds. While active, Junkrat is immobile but gains control of RIP-Tire's movement. RIP-Tire Can be reactivated to detonate immediately, knocking nearby enemies back and dealing 475, 625, or 775 damage to enemies depending on how close they are to the center of the blast (with the highest amount near the center). RIP-Tire does not detonate if destroyed or expired. If Junkrat's channel gets interrupted, RIP-Tire instantly expires without detonating. Duration of crowd control effects against RIP-Tire are reduced by 75%. Detonating RIP-Tire deals high damage below 1.5 radius, mid damage in 1.5 - 4 radius and low damage in 4 - 6 radius.
Rocket Ride
Cooldown: 100 seconds
After 1.25 seconds, Junkrat launches into the air. While in the air, he can steer the landing location by moving. After 3.5 seconds, Junkrat lands, dealing 750 damage to nearby enemies and activating Total Mayhem. 5 seconds after landing, Junkrat reappears at the Altar and gains 150% additional Movement Speed until dismounted. Junkrat is put in a special Stasis state for the duration of Rocket Ride, removing most debuffs, and making him immune to damage.

Junkrat build guide

There has to be a madman, doesn’t it? Every game nowadays has at least one (or in case of Borderlands series, all) character who is a bit unhinged. Our guy for today is from the Overwatch, and he loves mayhem. This is Junkrat build guide.

 

Played as ranged Assassin, Junkrat brings a whim of insanity into the Heroes of the Storm. His abilities don’t need mana, and with a strange set of skills, he will inevitably create quite a bit of confusion on the battlefield.

“Sure, no one may notice the little happy faces I paint on my bombs, but the details matter!”

Junkrat, Junker Demolitionist

Strengths

  • Doesn’t have mana
  • Long range which can affect targets behind cover
  • Can reposition players with Concussion Mine
  • Sustained or burst damage can be achieved through respective builds
  • Potent wave clearer
  • Steel Trap is excellent at zoning enemies
  • Fairly good at sieging
  • High skill ceiling

Weaknesses

  • Difficult to master
  • All abilities are skillshots
  • Susceptible to diving heroes and CC
  • No tools for self-sustain
  • Concussion Mine requires teamwork and coordination
  • Top-notch positioning is a must

In case that your perfect game means that you irritate and blast away your enemies, Junkrat might be perfect for you. Still, here are some tips and advice.

  • Of all Junkrats’ abilities, Frag Grenade perhaps requires the most practice. Since it will bounce, skilled opponents might be ready to go “under” it, or to evade it completely. Hence, practice this one a bit in the A.I. combat, to get the feeling.
  • Concussion Mine gives you a few choices when it comes to displacing enemies, and should be placed carefully. It is not the same whether you want to create a gap between you and chasing the enemy, or just to throw opponent across the wall.
  • On the other hand, Steel Trap requires a bit of prediction. Try to anticipate where the opposing heroes will be, and place it there. It has 2 sec. channeling, so it is not very wise to place it in the thick of the fight.
  • RIP-Tire is excellent for sudden strikes on unsuspecting enemies. Its ability to bounce over walls lifts the bar even further. However, mind that Junkrat is vulnerable while this ability is active.
  • His second Heroic ability, Rocket Ride is an excellent tool for evading death. Denying a kill or two and perhaps grabbing one in the process can be very useful in the long run.
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TALENT BREAKDOWN

1
Put Some English On It
Increase Frag Launcher's travel distance by 50%, but does not increase its speed.
Extra-Wound Timers
Frag Launcher grenades last an additional 2 seconds before automatically detonating.
Bouncy Bouncy
Upon colliding with terrain for the first time, Frag Launcher grenades deal 20% more damage.
Put Some English On It
Increase Frag Launcher's travel distance by 50%, but does not increase its speed.
4
Taste For Explosions
❢ Quest: Hitting a Hero with Frag Launcher increases its damage by 0.5, up to 100.
Bonzer Hits
❢ Quest: Hit enemy Heroes 12 times with Concussion Mine. ❢ Reward: Concussion Mine deals 40% more damage and knocks enemies back 30% farther. Quest reward increases launched target's airtime by 0.125 seconds at all distances.
Gotta Trap 'Em All!
❢ Quest: Hit 7 Heroes with Steel Trap. ❢ Reward: Reduce Steel Trap's cooldown by 3 Seconds and increase the maximum number of active traps to 3. There is a short distance limit of how close can two traps be placed to each other.
Taste For Explosions
❢ Quest: Hitting a Hero with Frag Launcher increases its damage by 0.5, up to 100.
7
Tricky Shuffles
While Frag Launcher has no charges left, gain 15% Movement Speed.
Big As
Increase Steel Trap's radius and damage by 50%.
Sticky Wicket
Steel Trap no longer Roots Enemies, and instead Slows them by 90% for 3.5 seconds.
Tricky Shuffles
While Frag Launcher has no charges left, gain 15% Movement Speed.
10
RIP-Tire
Cooldown: 80 seconds Create a motorized bomb with with 530 Health that lasts 15 seconds. While active, Junkrat is immobile but gains control of RIP-Tire's movement. RIP-Tire Can be reactivated to detonate immediately, knocking nearby enemies back and dealing 475, 625, or 775 damage to enemies depending on how close they are to the center of the blast (with the highest amount near the center).
Rocket Ride
Cooldown: 100 seconds After 1.25 seconds, Junkrat launches into the air. While in the air, he can steer the landing location by moving. After 3.5 seconds, Junkrat lands, dealing 750 damage to nearby enemies and activating Total Mayhem. 5 seconds after landing, Junkrat reappears at the Altar and gains 150% additional Movement Speed until dismounted.
RIP-Tire
Cooldown: 80 seconds Create a motorized bomb with with 530 Health that lasts 15 seconds. While active, Junkrat is immobile but gains control of RIP-Tire's movement. RIP-Tire Can be reactivated to detonate immediately, knocking nearby enemies back and dealing 475, 625, or 775 damage to enemies depending on how close they are to the center of the blast (with the highest amount near the center).
13
Ripper Air
Junkrat is knocked back 50% farther by Concussion Mine. Additionally, Concussion Mine's cooldown is reduced by 12 seconds if only Junkrat is hit. Increases launched target's airtime by 0.125 seconds at all distances.
Bogged Down
Enemies launched by Concussion Mine are Slowed by 60% for 2 seconds upon landing.
Chattering Teeth
Steel Traps will slowly chase nearby enemy Heroes.
Bogged Down
Enemies launched by Concussion Mine are Slowed by 60% for 2 seconds upon landing.
16
Burst Fire
Frag launcher fires all of its charges in a continuous burst, its cooldown is reduced by 6 seconds, but it loses 1 maximum charge.
Endless Nades
Hitting an enemy Hero with Frag Launcher reduces its cooldown by 1.5 seconds. Cooldown reduction occurs for every Hero hit by a single grenade.
Hero
Cooldown: 30 seconds Active: Activate to make Frag Launcher fire 2 additional grenades in a spread. Works for up to 4 total charges, or until Frag Launcher runs out of charges. Cooldown starts when all affected charges are fired.
Hero
Cooldown: 30 seconds Active: Activate to make Frag Launcher fire 2 additional grenades in a spread. Works for up to 4 total charges, or until Frag Launcher runs out of charges. Cooldown starts when all affected charges are fired.
20
Extra Oomph
Increase RIP-Tire's knockback distance by 50%, and its cooldown is reduced by 20 seconds for each enemy Hero hit.
Puckish Scamp
Reduce Rocket Ride's cooldown by 70 seconds.
Cannonball!
Increase the radius and explosion radius of grenades from Basic Attacks and Frag Launcher by 50%.
BOOM POW
Hitting an enemy Hero with Concussion Mine reduces its cooldown by 10 seconds. Cooldown reduction may affect only once per mine detonated.
Puckish Scamp
Reduce Rocket Ride's cooldown by 70 seconds.
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