Junkrat Rework (2024) by SMILE

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Junkrat Rework (2024)

By: SMILE
Last Updated: Aug 13, 2024
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Junkrat Rework (2024)

My Suggestions

Junkrat severely lacks variety in both his heroics and talents.
The idea behind this rework is to give the Junker Demolitionist more variability.

Combat Trait

1
Total Mayhem (Trait)

Total Mayhem can now be manually activated while below 50% Health, but it will deal 75% less damage to uncaptured Mercenaries. This effect has a 25 second cooldown, and getting Stunned or Rooted activates it automatically. Activation does not disable the passive effect upon dying.

Heroic Abilities

1
RIP-Tire (R1)

Cooldown increased from 75 to 80 seconds
Health increased from 530 to 580

2
Rocket Ride (R2)

Cooldown reduced from 75 to 60 seconds

LEVEL 1

Taste For Explosions
Moved from Level 4.

Bogged Down (Moved from Level 7)(Reworked)
Enemies launched by Concussion Mine are Slowed by 20% for 2 seconds upon landing.
❢Quest: Launch an enemy Hero 10 times to increase the Slow amount to 40%.

Gotta Trap 'Em All! (Moved from Level 13)(Reworked)
❢Quest: Hit enemy Heroes with Steel Trap.
❢Reward: After 10 hits, reduce its cooldown by 5 seconds.
❢Reward: After 20 hits, increase the maximum number of active traps to 2.

LEVEL 4

Extra-Wound Timers
Moved from Level 1.

Blow 'Em Up!
Moved from Level 1.

Chattering Teeth
Unchanged.

LEVEL 7

Cannonball! (Moved from Level 20)
Bonus decreased from 50% to 25%.

Sticky Wicket
Unchanged.

Big As (Moved from Level 13)
Armor reduction removed.

LEVEl 13

Endless Nades (Moved from Level 16)
Cooldown reduction decreased from 1.5 to 1 second.

BOOM POW (Moved from Level 4)(Reworked)
If Concussion Mine hits an enemy Hero, reduce its cooldown by 12 seconds.

Mine Like A Steel Trap (New)
Reduce Steel Trap's arm time by 0.5 seconds.
If Concussion Mine hits an enemy Hero, reduce Steel Trap's cooldown by 3 seconds, and vice versa.

LEVEL 16

Bombs Away
Moved from Level 13.

Ripper Air
Moved from Level 13.

AHHHH! (New)
Steel Trap deals an additional 250% damage over 5 seconds.

Dirty Trickster (Moved from Level 7)(Reworked)
Increase the explosion radius of Total Mayhem by 25%. Takedowns reset its cooldown.

LEVEL 20

Extra Oomph (Reworked)
Increase the detonation radius and knockback distance of RIP-Tire by 20%.
Reduce the cooldown of RIP-Tire by 20 seconds for each enemy Hero hit.

Puckish Scamp (Reworked)
Reduce the cooldown of Rocket Ride by 20 seconds.
Junkrat always rides his Rocket Ride Mount, but his Mount cooldown is increased to 8 seconds.

Burst Fire (Moved from Level 16)
Cooldown reduction increased from 6 to 8 seconds.

Spread Volley (Moved from Level 16)(Reworked)
Frag Launcher fires 2 additional grenades in a spread, but it loses 2 maximum charges.

Removed Talents

Tricky Shuffles

I Hate Waiting!

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lucky-tiger (2) | May 13, 2021 4:01am
Couldn't agree more with making DIRTY TRICKSTER baseline so he finally has a trait!
The talents also looks good and interesting overall. here are some ideas for improvements:

- Level 7 talents seems a bit lackluster. as two of the talents there are practically yield the same result, and you choose one of them depending on your team composition of course. So either a 4th different talent is needed (maybe something that maybe reduces DIRTY TRICKSTER whenever you hit a hero with Q or something), or some additional or different effects to better differentiate between those talents.
-Also, Burst Fire and Endless Nades can be too strong together, so I think Endless Nades should reduce the cd by ~10% (similar to Medivh temporal flux) so it doesn't get out of control.
- lastly, I think increasing RIP-TIRE hp both on basic and with a talent is too much. It will have more than 2k hp on level 20 making it really hard to destroy it, and the unique part of this ult is that its destroy-able.

Thank you for sharing this!

ps AHHHH! is the best name for a talent XD.
1
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SMILE (1) | May 13, 2021 4:22am
Quoted:
Level 7 talents seems a bit lackluster. as two of the talents there are practically yield the same result, and you choose one of them depending on your team composition of course. So either a 4th different talent is needed (maybe something that maybe reduces DIRTY TRICKSTER whenever you hit a hero with Q or something), or some additional or different effects to better differentiate between those talents.


Not sure if it's a good idea to add the 4th one, especially that dangerous.

Quoted:
Also, Burst Fire and Endless Nades can be too strong together, so I think Endless Nades should reduce the cd by ~10% (similar to Medivh temporal flux) so it doesn't get out of control.


10% is 1.2 seconds instead of 1.25.
This won't go out of control because you will need to hit enemies with all of your grenades from Burst Fire.

Quoted:
lastly, I think increasing RIP-TIRE hp both on basic and with a talent is too much. It will have more than 2k hp on level 20 making it really hard to destroy it, and the unique part of this ult is that its destroy-able.

Okay, I changed the effect.
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