Junkrat by Bkfootball03

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Junkrat

By: Bkfootball03
Last Updated: Sep 23, 2017
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Junkrat

Demolitions Expert

Junkrat's coming out in a week or two anyway, so I thought I would show what I think he should be.

Junkrat is an explosives-obsessed freak who lives to cause chaos and destruction.

Strengths:


Burst Damage
Mobility
Disruption
Wave Clear

Weaknesses


Stunning
Sustain

Combat Trait

1
Total Mayhem
Total Mayhem: When killed, Junkrat drops 6 live grenades at his location that deals 150(+4.5)damage per grenade.

Frag Launcher: Junkrat's basic attacks deal damage in an area, dealing 100% damage to the targeted enemy and 70% to nearby enemies.

Primary Abilities

1
Lobbed Shot
Junkrat fires a grenade over terrain, dealing his basic attack damage. If an enemy is hit directly by the grenade, it deals 100% damage to them and 70% damage to nearby enemies. If the grenade misses, it stays live for 2 seconds before dealing 70% damage to all nearby enemies.

Comes with 4 charges.

Charge Cooldown: 0.5 seconds
Cooldown: 5 seconds
Mana Cost: 25
Use: Area
2
Concussion Mine
Junkrat throws a Concussion Mine at an area. When detonated, it deals 200(+4.0) damage to all enemies in the area and knocks them away from the mine.

Cooldown: 8 seconds
Mana Cost: 60
Use: Area
3
Steel Trap
Junkrat lays down an invisible Steel Trap at a location. If an enemy hero walks over the trap, they are Stunned for 0.5 seconds, after which they are Rooted for 3 seconds.

Cooldown: 10 seconds
Mana Cost: 60
Use: Area

Secondary Abilities

1
Incendiary Rounds
For 5 seconds, grenades fired by Lobbed Shot cause fire when they explode. The fire deals 100(+2) damage per second to enemies who stand in it. The fire lasts 6 seconds.
2
Smoke Rounds
For 5 seconds, grenades fired by Lobbed shot leave smoke behind that causes enemies in the smoke to be Silenced. The smoke lasts 4 seconds.
3
Direct Hit Rounds
For 5 seconds, grenades fired by Lobbed Shot deal 200% damage on direct hits and deal no splash damage. Grenades that do not direct hit have no effect.
4
Detonate Concussion Mine
Junkrat detonates his active Concussion Mine.

Heroic Abilities

1
RIP-Tire
Junkrat places down a RIP-Tire with 400(+5) health. Junkrat controls the RIP-Tire for 10 seconds, until it detonates, or it is destroyed. If Junkrat detonates it or the 10 seconds is reached, it deals 500(+6) damage to all enemies in the area.

If the RIP-Tire is destroyed, it does not detonate.

Junkrat cannot control himself while the RIP-Tire is active.

Junkrat uses this ability to detonate the RIP-Tire while it is active.

Cooldown: 50 seconds
Mana Cost: 100
Use: Instant Use
2
Specialized Rounds
Passive: Junkrat gains new abilities, which he uses to buff his Lobbed Shot.

Cooldown: 30 seconds(Using one starts the cooldown on the rest of them.)
Mana Cost: 0
Use: Instant Use

Talents

Level 1


Rolling Rounds: When Lobbed Shot misses, the grenade travels a small distance in the direction opposite of where it was fired.

Concussive Blast: Concussion Mine knocks enemies back 30% farther.

Steel Arm: Increase Steel Trap's range by 50%.

Level 4


Mine Jumping: Junkrat can use Concussion Mine to propel himself over terrain.

Fragmentation Junkrat's basic attacks and Lobbed Shot deal 100% splash damage to nearby enemies.

Imprisoning Projectile: Steel Trap can activate before it reaches its destination.

Complete Mayhem: Junkrat can activate Total Mayhem to drop 6 grenades at his location. Junkrat's passive does not activate if he is killed while this is on cooldown. Cooldown: 15

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