Level 1
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Splinters: Detonating bombs from the
Frag Launcher will slow down movement speed of enemies hit with 15% for 1.5 seconds.
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Feeding Time:
Steel Trap will actively gnaw on any target rooted, dealing damage for each second the root is in effect - should this Trap trigger on minions it will keep re-triggering once a second for 2 seconds, killing any more minions getting caught in it's jaws.
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Hold this: Grants a selected minion or mercenary a bomb that will make them explode upon death for extra area damage. Only 3 minions can have bombs at one time and for each time a minion blows up and damages another enemy unit - the passive damage of the "Hold this" bomb is increased for 2% up and until a maximum of 100% increased damage.
Level 4
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Heavy Rounds: Junkrats basic attack now travels slower, but the grenade itself is bigger.
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Compact chaos: Junkrats basic attack now travels faster but the grenade itself is smaller.
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Shrapnel packed: Junkrats basic attack now deals wider splash damage but the original splash damage is reduced and the damage is higher the closer to the impact point.
Level 7
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Throwing it out there:
Frag Launches stores 2 more charges.
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Durable packing: The grenades from the
Frag Launcher has a longer detonation time but will still instantly explode upon hostile impact.
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Master Trapper: For each time a enemy hero gets caught in your trap: the damage of the trap is increased by X % and the root / duration of the trap itself is extended by 0.1 seconds. This can stack up to 10 times but you will loose the stacks if a trap gets destroyed before getting triggered or if you trigger the trap on minions after getting any stacks.
Level 10 (Ultimates - R)
- RIP-Tire.
- Complete Mayhem.
Level 13
I belive: Junkrat can use the
concussion mine to blast himself away the same distance a enemy would be blow away from the mines point of impact - this will not damage Junkrat.
Tag along mate: Upon dying - if
Steel Trap is NOT on cool-down: it will be auto dropped right by Junkrat, effectively trapping anyone should they be close to him when he dies.
Not even fazed: Enemy heroes no longer gets blown away while within proximity of his
concussive mines explosion.
Level 16
Trigger happy: Gain 2 charges of
concussive mine.
Sticky-mine:
Concussive mine will now stick even to heroes but can still be broken by area of effect attacks.
Sayonara:
Concussive mine deals less damage and will only ever have an effective knock / launch effect on ONE hero - yet this one hero will be sendt flying way further than previously and can be launched over terrain.
Level 20
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Reinforced Tire: The
RIP-Tire now has more HP, takes less damage, is immune to roots and lasts for 10 more seconds.
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Final Mayhem: Upon dying after the stasis - Junkrat will trigger his ultimate all over again yet this time the 2 waves will happen at once: however, these bombs deals half the damage of the previous ones and this increases the cool down of this ultimate by 25%.
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A perfect day: Once you trigger an explosive damage effect at an enemy - that enemy alone will take increased damage from your explosives for 3 seconds, this effect stacks and is lost should your explosives hit another target.
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Kill count: For each enemy hero and minion you have killed this game until this point will empower your
Total Mayhem (Trait - D) Each bomb from total mayhem will now deal 10% more damage for each 2 hero kills, 6 minion kills and for each 3 mercenary kill.
I did take the stats thing from Kharazim indeed - I just did not find any other means of making him "not die" before the bombs was thrown; after which he will die anyway.