Intro to the Builds Top
Tracer is a very unique character with a very dynamic playstyle, from going in deep to securing kills one second, to narrowly avoid death the next, to going right back where she left off.
With that being said her
Get Stuffed! ability seems a bit situational as you need to first stick a Pulse Bomb to the target, then Melee them in order to make use of it.
Despite this, I think there could be potential for this line of play style as an aggressive way of getting a bit more mileage out of the bombs by making them more accessible by getting up close and personal with the enemies to make full use of Melee's cooldown bonus.
Because of this concept I've come up with two different builds of Tracer to pull this off:
The Ol' 1-2 - More of a survivability kit to accomplish better melee and bombing
In'N'Out - An aggressive variant that relies a bit more heavily on using Recall to escape
Attention - Testers Wanted
I play the game pretty casually, so I don't feel I can properly test these builds. But if any experienced players would like to give them a shot, feel free to try them out.
Just leave a comment down below with and ideas, suggestions, and results down below.
The Ol' 1-2 Top
Rinse and Repeat
This build focuses on sustainability to apply constant pressure to targets much like other builds, with one exception. Take every possible chance you can to Blink, Melee, Blink out. This cools down your Pulse Bomb much faster, and can be done while Reloading in order to continue constant damage.
In combination with the Bomb you would instead Blink, stick a Bomb, Melee, Blink out. Getting this combo down sets up for later play with the level 20 ability, so being able to do this consistently is important. On a side note, doing the combo also resets your Pulse Bomb by 15% immediately, meaning more bombs to play with.
TLDR;
Basic combo - (During Reload) Blink in, Melee, Blink out.
Basic Bomb combo - Blink in, Bomb stick, Melee, Blink out.
Now onto the build.
Level 1 Pulse Strike
This ability encourages active Melee use and will help cooldown the Pulse Bomb proactively.
Level 4
Is That a Health Pack?!
This ability allows you to stay in the action without having to retreat back to base. Good for constant pressure.
Level 7
Jumper
Since you are using Blinks to aggressively engage and disengage opponents, this allows you a bit more utility and flexibility.
Level 10
Pulse Rounds
More cooldown = more bombs.
Level 13
Leeching Rounds
More sustain on targets means more shots, Melee, and Bombs being landed.
Level 16
Sleight of Hand
This is a great ability in any build as it combos very nicely with cooldowns and Leeching Rounds, both of which are in this build.
Level 20
Get Stuffed!
This is the whole reason for this build, so if you're used to the Blink, Bomb, Melee, Blink combo then this will be easy to do. And since this reduces Melee's cooldown you can do the basic combo much more often.
In addition to this you can utilize the knockback as both a defensive measure, knocking enemies away, or offensively, by Blinking opposite them, and knocking them deeper into friendly territory.
In'N'Out Top
The Great Escape
This build focuses on Blinking very aggressively get bomb plants and Melee Strikes, using Recall in order to get out quickly. This allows one to dive in deep on an enemy for kills and escape with ease. When not recalling, the combos in the previous build applies.
Basic combo - Blink in, Melee, Blink out
Basic Bomb combo - Blink in, Bomb stick, Melee, Blink out.
In'N'Out combo - Blink in, Bomb stick, Melee, Recall.
Level 1
Slipstream
Unlike our other build, we are acting very aggressively with our Blinks and relying on our Recall for escapes. Because of this, reducing Recall cooldown can be very important. Also the increase of time Recalled means that this ability benefits from Blinking in aggressively to cover more distance. Can be swapped with Pulse Strike.
Level 4 [Parting Gift]]
Since we aren't applying as much constant pressure as with the other build, and we are using Recall more, this will help add additional damage to potentially secure kills. One bomb will always be in the direction your character was facing when you blinked, meaning that doing the basic combo will always point your bomb in the right direction if done immediately.
Level 7
Spatial Echo
We are using our Blinks to aggressively engage enemies and using Recall to escape. This ability allows us some utility in case there is a messy situation at our Recall point since we won't have many charges of Blink otherwise.
Level 10
Pulse Rounds
More cooldown = more bombs.
Level 13
Ricochet
I believe this combos with Pulse Rounds which will allow for better Bomb cooldowns. Plus who can say no to more damage?
Bullet Spray could make sense with this build for the cooldown aspect, but that would require multiple Heroes to be in range of the Melee. I think Ricochet is more consistent for cooldowns due to that.
Level 16
Sleight of Hand
This is a great ability and will increase our Bomb cooldown ability, especially in the combo Ricochet.
Level 20
Get Stuffed!
In this build everything combos together in order to hunt fleeing enemies quickly with Blinks and escape without them being able to recover by forcing the explosion. Unlike the other variation of the build, you also have a little extra burst damage through Recall using Parting Gift.
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