Junkrat (Completed) by Rexx

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Junkrat (Completed)

By: Rexx
Last Updated: Mar 1, 2017
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Junkrat (Completed)

Explosive Outlaw

Jamison Fawkes aka Junkrat works as a heavy explosive-ranged specialist whom excels at clearing lanes and dealing damage to structures.

His damage is by default higher toward structures, minions and all types of mercenaries than it is VS Heroes.

His kit allows him to siege heavy and lock-down specific areas around objectives.

Dangerous if left alone but with little to no means of escape if he pushes too far into enemy territory.

Base stats:


- Base health: 1803 (+4 %)
- Health regen: 3.67 (+4 %)


- Energy: 500
- Energy regen: 3


- Speed: 4.39

Basic attack:


Junkrat's basic attack is grenades fired from his Frag Launcher. These grenades does not work like most other basic attacks in the game.

Mostly all basic attacks will LOCK ON to whomever it is fired at - Junkrat's does not.

- Instead: Junkrat's basic attack will go straight forward from Junkrat toward the position of the enemy he shot at, for heroes that may make his basic attack easy to dodge but there is some thins one should take into consideration.

Junkrats grenades will explode after s short span of time if it hits no one and will deal some area of effect damage.

If front line heroes decides to dodge his grenades, they stand the risk of having them fly back and hit backline heroes like casters and supports.

Once the grenade comes into contact with anything hostile: it will explode. Dealing hard damage to the target that triggered the grenade and splash damage to anyone close enough to the grenades point of impact.

His basic attacks will by default deal 25% extra damage to minions, mercenaries and structures.

Attack damage: 127 (+4 %)
Attack speed: 1
Attack range: 7.9

Combat Trait

1
D - Total Mayhem
Upon Dying: Junkrat will drop 6 grenades to the ground around his point of death. These grenades has the same damage as his basic attack grenades and will explode after a short period of time or if anything hostile comes into contact with them.

Junkrat's Total Mayhem works with "rag-doll" effect, here is some examples:

- If Junkrat dies while mid-hook by a Stiches, the grenades from Total Mayhem will not just drop down but will instead be flung at high speed toward Stiches.

- If Junkrat dies to Sundering and his body is thrown up in the air, his grenades will spread out more.

Primary Abilities

1
Q - Frag Launcher
Junkrat's Frag Launcher allows him to put extra force into some of his shots, enabling him to fire basic attack grenades at different angles and different speed.

- If Junkrat fires a grenade up close to him, it will not travle far away from him but the grenade will launch high up in the air. Allowing him to shoot over walls and terrain.

- If Junkrat fires a grenade at max distance, it will barely take off from the ground but it will travle faster and longer than what a regular basic attack can.

The grenades from his Q - Frag Luancher deals the same damage as his basic attacks.

Charges: 5
Mana cost: 55
Cooldown: 10 seconds per charge.
2
W - Concussion Mine
Places a Concussion mine at the targeted location which will remain active til Junkrat decides to detonate it.

The Concussion Mine can be seen and destroyed by enemy heroes but not by minions or mercenaries. (Boss Mercenary AoE abilities is an exeption)

When Junkrat detonates the concussion mine: it will deal heavy damage to all enemies with impact-range.

If targets whom get's hit by the mine survives the blast: they will be knocked a distance away from the mine.

The concussion mine's knock is not interrupting and will therefor not cancel out anything which is being cast or channeled but simply move them.

Mana cost: 65
Cooldown: 10 seconds.*

*The cooldown on the Concussion mine will start once the mine is placed, meaning that Junkrat can trigger two concussion mines in rapid succession.

- Place the mine, wait for it's cooldown to end, blow up mine, quickly throw in a second one and blow that one up too.
3
E - Steel Trap
Places a steel trap at the targeted location. The trap has different effects pending on what type of enemy that steps into it.

If a enemy hero steps into it: the hero will take light damage, be stunned for 0.5 seconds and then remain rooted by the trap for 3 seconds.

If minions travle across the trap: 1 of 2 things can happen:

- If it's regular minions: 3 must be within the trap range at once for it to trigger, once the trap triggers - it instantly kills them.

- If a hostile minion catapult travels over the trap: it will instantly trigger and destroy the catapult.

- If mercenaries comes into contact with the trap, it will work the same way as on enemy heroes, stunning for 0.5 seconds followed by a 3 second root. The trapp will trigger on 1 Siege mercenary, 2 Bruiser mercenaries and will trigger on mercenary bosses but will not stun or root them.

Junkrat will get a alert if the trap triggers on a enemy hero.

Mana cost: 65
Cooldown: 10 seconds.

Secondary Abilities

1
W - Detonate
Detonate the concussion mine.

Heroic Abilities

1
R - RIP-Tire
Wind up and let lose a RIP-Tire which can be controlled and moved around for 10 seconds.

Once the RIP-Tire is active: Junkrat will not control his character anymore but will instead control the RIP-Tire until it's timer runs out, he decides to detonate it or the tire get's destroyed.

The RIP-Tire has a health bar and can because of that be destroyed by damage, it can also be slowed, rooted, knocked but not stunned.

While the RIP-Tire is out, Junkrat has no means to defend himself so positioning when starting the RIP-Tire is key.

The RIP-Tire ignores gates, walls and terrain and will simply jump over anything solid it comes into contact with.

The RIP-Tire will not self detonate when rolling into contact with anything hostile, only Junkrat himself can choose to trigger the tire.

The RIP-Tire will explode automatically when it's 10 second timer ends.

The RIP-Tire can jump, allowing it to pass over ground based attacks like Thrall's Wolf, Murky's Puffer fish and so on.

Mana cost: 110
Cooldown: 100 seconds
2
R - Complete Mayhem
Once activated, Junkrat will get a 5 second timer ticking down above his head. If this timer runs out or Junkrat dies during the 5 second timer: he will be placed in an invulnerable stasis for 2 seconds.

During these 2 seconds, Jnnkrat till let lose 2 waves of improved Total Mayhem which will trigger each second until the stasis end.

Wave 1 will throw 12 grenades in a circle pattern around him which will launch high up in the air - making it so that when the bombs comes back down, they will not have gone far from Junkrat but they will all trigger on time once back on ground.

Wave 2 will throw 12 grenades in a circle pattern around him which will launch fast and along the ground - making them bounce and jump all around as they will be stopped and knocked around by terrain.

When the 2 second stasis ends, Junkrat will die and drop 8 bombs. 6 of them dropping right to the ground as per usual and the 2 last ones getting thrown in the direction of the closest enemy hero.

Mana cost: 120
Cooldown: 125 seconds.

Talents

Level 1


- Splinters: Detonating bombs from the Frag Launcher will slow down movement speed of enemies hit with 15% for 1.5 seconds.

- 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.

- 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


- Heavy Rounds: Junkrats basic attack now travels slower, but the grenade itself is bigger.

- Compact chaos: Junkrats basic attack now travels faster but the grenade itself is smaller.

- 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


- Throwing it out there: Frag Launches stores 2 more charges.

- Durable packing: The grenades from the Frag Launcher has a longer detonation time but will still instantly explode upon hostile impact.

- 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



- Reinforced Tire: The RIP-Tire now has more HP, takes less damage, is immune to roots and lasts for 10 more seconds.

- 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%.

- 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.

- 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.

Skin Suggestions

Basic Skin

1 - Your text to link here...
2 - Your text to link here...
3 - Your text to link here...

Master Skin

1 - Your text to link here...
2 - Your text to link here...
3 - TBA

Purchase Skin

1 - Your text to link here...
2 - Your text to link here...
3 - TBA.

Cool would it also be if he had a Goblin World of Warcraft themed skin due to how both Goblins and Junkrat is fan of explosives: yet they may make him "too" similar to Gazlowe so I am not sure if that would fly.

Other concepts and more

I will list here once more of my concepts is made. Some of these concepts may also look familiar but that is because I am also "Rexx" whom has posted some hero concepts on the EU and US side forums for Heroes of the Storm.

This Junkrat concept was originally created the 1'st of November 2016. (http://eu.battle.net/forums/en/heroes/topic/17613911222) <- This concept is outdated and just serves as a timestamp for when it's original design was created.

Other hero concepts I have made:

Reinhard (Overwathc): http://www.heroesfire.com/hots/concept/reinhardt-completed-6093

Sombra (Overwathc): http://www.heroesfire.com/hots/concept/sombra-completed-6072

Widowmaker (Overwathc): http://www.heroesfire.com/hots/concept/widowmaker-completed-6109

Soldier: 76 (Overwatch): http://www.heroesfire.com/hots/concept/soldier-76-completed-6124

Genji (Overwatch): http://www.heroesfire.com/hots/concept/genji-shimada-completed-6866

Reaper (Overwatch): http://www.heroesfire.com/hots/concept/reaper-completed-6871

Roadhog (Overwathc): http://www.heroesfire.com/hots/concept/roadhog-complete-6881

Darion Mograine (World of Warcraft): http://www.heroesfire.com/hots/concept/darion-mograine-completed-6079

Hyrja (World of Warcraft): http://www.heroesfire.com/hots/concept/hyrja-completed-6103

Yogg-Saron (World of Warcraft): http://www.heroesfire.com/hots/concept/yogg-saron-completed-6155

Anduin Lothar (World of Warcraft): http://www.heroesfire.com/hots/concept/anduin-lothar-completed-6885

Changelog

17.11.2016: Junkrat Completed created.

18.11.2016: Added link to Hyrja completed.

18.11.2016: Added link to Widowmaker completed.

18.11.2016: Added some numeric values to base stats that was let out.

20.11.2016: Added link to Soldier: 76 completed.

25.11.2016: Added link to Yogg-Saron completed.

26.02.2017: Added link to Genji completed and updated concept picture / Icon.

27.02.2017: Added link to Reaper completed.

01.03.2017: Added link to Roadhog completed.

01.03.2017: Added link to Anduin Lothar completed.

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1
[-]
Soldier94 | November 17, 2016 8:38pm
2nd ulti kinda looks like Kharazim's Divine Palm, just explosive instead of healing...
1
[-]
Rexx | November 18, 2016 4:01am
Well yeah, I just felt it was kinda - "silly" per say to have a ulti that triggers on death as a "last line of defense" that could be STOPPED before actually dying which is why I added the 2 second stasis. I know most ulties can be canceled and it's good that they can be but the whole purpose of this ulti was to release the mayhem BECAUSE you died so: I just belivede it would be kinda "Ehhh" if you died but didn't do what you do best when you die as Junkrat.

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.
1
[-]
Soldier94 | November 18, 2016 5:55pm
I hope you added an Arab skin for him...
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