Junkrat by CriticKitten

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Junkrat

By: CriticKitten
Last Updated: Dec 22, 2016
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Junkrat

Demolitionist of the Outback

This hero concept is complete! I am open to suggestions as far as refining the balance of this hero.

Junkrat was a former member of the Junkers, a group of cutthroats formed from the remains of the Australian outback after the Omnic Crisis turned Australia into an irradiated wasteland. This experience (and copious radiation exposure) has left Junkrat's mental state considerably worse for wear, not that it seems to get him down at all. He quickly developed an affinity for explosive weaponry and has since become quite the expert in his field, using his grenade launcher and custom-made explosive devices to create chaos and mayhem wherever he goes.

This hero was originally going to be part of my first batch of heroes, and with good reason. Junkrat is certainly one of the most unique hero concepts I've created to date. I've been playing quite a lot of Junkrat in Overwatch and I have a particular fondness of his kit, so I wanted to make certain that I adapt it properly to HotS. To that end, Junkrat is designed as a ranged specialist who uses a variety of explosive ordinance to destroy his enemies from afar. What sets him apart from existing heroes is that with my concept design, he does not have a basic attack at all. Instead, he relies heavily on his Q ability (Frag Launcher) for the bulk of his personal damage. This design makes him extremely easy to kill at close range (where his grenades can harm him as well as his enemies) but a very deadly threat at a distance, and someone that you simply cannot ignore while he's in the middle of a split-push.

Hero Type: Ranged Specialist
Difficulty: Hard

Pros:
  • Because Junkrat's grenades are a replacement for his basic attack damage, he is extremely effective at split-pushing and wave clear, while still being able to help his team from a distance. He also has a number of talents which enhance the strength of his grenades further.
  • Junkrat can trap enemy heroes with his Steel Trap, and combine his Concussion Mine with his Steel Trap for a great deal of burst damage on an enemy hero.
  • Junkrat's Concussion Mine also works very well as a means of escaping from chasing enemy heroes, or peeling for allies.
  • Junkrat deals substantial damage with his trait after death, which can allow him to secure a kill on an enemy hero that is chasing him.
  • Junkrat's heroic abilities deal incredible damage while providing him with a lot of versatility. His RIP-Tire can deal a large amount of burst damage from long range, and his Bombing Run can deal significant damage at close range over an extended period of time.

Cons:
  • Junkrat is virtually helpless at close range. He has no basic attack, and his grenades inflict harm to him until he gains access to a talent that removes this effect, making it very hard for him to defend himself for most of the early game if he is cornered.
  • Junkrat relies on his Steel Trap to protect him from flanking heroes and ganks.
  • Junkrat's only means of escape is to use his Concussion Mine to propel himself away from danger.
  • Junkrat's RIP-Tire has low health, making it easy to prevent the ability from having a chance to explode, and he is vulnerable during its use.
  • Junkrat's Bombing Run is largely ineffective as a damaging ability against ranged heroes.

Note: All figures shown on this hero concept page are listed at their baseline figures (Lvl 0).

Health: 1540 HP (+4%)
Health Regen: 3.2 HP per second (+4%)

Resource: None
Attack Damage: N/A
Attack Speed: N/A

Attack Range: N/A

Combat Trait

1
Total Mayhem
When Junkrat dies, he drops 5 bombs at his feet, each dealing 64 (+4%) damage in quick succession in a small area around him.

Ability Type: Circular AoE surrounding the user
Ability Range: 2

Primary Abilities

1
Frag Launcher (Q)
Cooldown: 1 second

Junkrat launches a slow-traveling grenade at the targeted area, dealing 85 (+4%) damage to all nearby enemies in a small radius. This ability will harm Junkrat if he is standing in the target location when the grenade hits.

Ability Type: Targeted
Ability Range: Targeting range is 9.25, Grenade radius is 2
2
Concussion Mine (W)
Cooldown: 15 seconds

Junkrat throws a mine at a targeted location, which activates and enters stealth after 2 seconds. This ability can be activated a second time to explode the mine, dealing 205 (+4%) damage to all nearby enemies and knocking them back from the point of impact, provided they are not Rooted at the time. If Junkrat is in range of the mine while detonating it, he is also knocked back from the point of impact without taking any damage. Can be killed in 2 hits. Only one mine can exist at once.

Ability Type: Targeted
Ability Range: Targeting range is 5.5, nock-back radius is 2.5
3
Steel Trap (E)
Cooldown: 20 seconds

Junkrat throws a steel trap at a targeted location, which activates and enters stealth after 2 seconds. When an enemy Hero walks over the trap, it triggers, dealing 121 (+4%) damage and Rooting them for 1.5 seconds. Can be killed in 2 hits. Only one trap can exist at once.

Ability Type: Targeted
Ability Range: 5.5

Heroic Abilities

1
RIP-Tire (R)
Cooldown: 120 seconds

Junkrat removes the explosive tire from behind his back and starts it up. After a 1 second delay, the player gains control of the tire as an object. The tire has 821 HP (+4%), 150% normal movement speed, and lasts 6 seconds. The tire can leap over terrain obstacles, but not enemy walls or gates. This ability can be activated again to detonate the tire (or will explode by itself when the duration expires), dealing 743 (+4%) damage to all nearby enemies.

Ability Type: Circular AoE surrounding the object
Ability Range: 5
2
Bombing Run (R)
Cooldown: 60 seconds

Junkrat gains 20% increased movement speed for 5 seconds. Total Mayhem's bombs begin to drop at his feet one at a time every 0.5 seconds, dealing 64 (+4%) damage to all nearby enemies.

Ability Type: Circular AoE surrounding the user
Ability Range: 2

Talents

Level 1:

  • Clever Thief - Enemy minions killed near Junkrat grant a stack of Bribe. Hero Takedowns grant 5 stacks of Bribe. Use 20 stacks to Bribe a mercenary, instantly defeating them. Does not work on bosses. Maximum of 80 stacks. If a camp is defeated entirely with Bribe, Junkrat regains 25% of the Bribe stacks that he spent capturing it.
  • Oooooh, Shiny! - Quest: Gathering Regeneration Globes increase Junkrat's health regeneration rate by 1 per second, up to a maximum of 20. Reward: Any additional Regeneration Globes gathered after this point will provide an additional 10% ability power for 10 seconds.
  • Everything's Coming Up Explodey! (Q) - Quest: Hit 40 enemy Heroes with Frag Launcher grenades. Reward: The range of Frag Launcher is increased by 20%.
  • This Bomb's for You! (W) - Quest: Hit 30 enemy Heroes with Concussion Mine. Reward: Concussion Mine knocks enemies 20% further from the point of impact.

Level 4:

  • Junker Lord - Identical to the "Mercenary Lord" talent on other heroes.
  • If at First You Don't Succeed.... (W) - Concussion Mine's cooldown is reduced by 5 seconds if it fails to detonate due to being destroyed.
  • That's a Good Spot (E) - Quest: Trap 15 enemy Heroes in Steel Trap. Reward: Steel Trap's throwing range is increased by 20%.

Level 7:

  • It's The Little Things - When Junkrat takes damage, he drops a single Total Mayhem bomb at his feet. Can only happen once every 5 seconds.
  • Anyone Want Some BBQ? (Q) - Junkrat's Frag Launcher will now fire grenades that will light the ground on fire for 3 seconds, dealing an additional 25 (4%) damage per second over the next 3 seconds to any enemy that walks into the affected area. This effect does not hurt Junkrat.
  • Bouncy Grenades (Q) - Junkrat's Frag Launcher will now fire grenades that will bounce in the direction they were fired up to two additional times if there is no target within their initial impact radius. Each bounce travels only a slight distance, just enough that the AoE circles touch each other.
  • Sticky Grenades (Q) - Junkrat's Frag Launcher will now fire grenades that will stick to the ground they land on for 2 seconds before exploding.

Level 10:

  • RIP-Tire (R) - As above.
  • Bombing Run (R) - As above.

Level 13:

  • Bigger Boom (Q) - Junkrat's Frag Launcher grenades gain a second, larger radius approximately 50% larger as the original grenade radius. Enemies standing in this new outer radius will take half damage from grenades. Grenades will still bounce if no enemies are standing in the original inner radius.
  • I've Built Up An Immunity to Grenades (Q) - Junkrat's Frag Launcher grenades will no longer hurt him.
  • ....Blow it Up Again! (W) - Concussion Mine can be detonated a second time if activated within one second of the original explosion.
  • You've Really Stepped in It! (E) - Steel Trap slows the movement speed of an enemy Hero by 40% after they escape from the trap.

Level 16:

  • Grenade-Coated Grenades with Grenade Filling (Q) - Junkrat's Frag Launcher will now fire grenades that explode into a group of 3 smaller mini-grenades. The second batch of mini-grenades will each bounce once, 1 in each cardinal direction other than the one that it was fired from, then explode for half damage. Each bounce travels only a slight distance, just enough that the AoE circles touch each other.
  • Hold Still! (E) - The duration of Steel Trap's root is extended by an additional 0.5 seconds.
  • Watch Your Step! (E) - Steel Trap gains 1 additional charge. There can now be up to 2 traps on the field at once.

Level 20:

  • Fire in the Hole! (R) - Junkrat's RIP-Tipe now automatically detonates when its HP drops to 1.
  • Rest in Pieces (R) - Junkrat's movement speed during Bombing Run is increased by an additional 20% and the duration is increased by 2 seconds.
  • Tick Tock Tick Tock (Q) - Junkrat's Frag Launcher fires twice as fast.
  • The Hunter Lays a Trap For His Prey (W) - If an enemy Hero is killed by Concussion Mine while caught in Steel Trap, the cooldowns of both abilities are instantly reset. The next Concussion Mine that Junkrat places will deal 20% more damage.

Update Log

October 15, 2016: Hero Concept Release (v1.0.0)



November 1, 2016: v1.0.1

  • Added hero type and difficulty data.

November 29, 2016: v1.0.2

  • Added attack range, ability design, and range information.

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