No time to talk! Concussion mines and Steel Traps will not set themselves!
The goal of this rework is to give the Junker Demolitionist more variability.
Combat Trait
1
Total Mayhem (Trait)
Junkrat now unlocks Dirty Trickster upon reaching level 10.
Dirty Trickster is placed in Active Ability 6 slot by default.
Secondary Abilities
1
Dirty Trickster (New 1)
Cooldown: 20 seconds
When Junkrat is Stunned, Rooted, or damaged by an enemy Hero while below 50% Health, he uses Total Mayhem, dropping 5 grenades at his feet that explode. Can be toggled on or off.
No longer increases the explosion radius of Total Mayhem.
Heroic Abilities
1
RIP-Tire (R1)
Now also passively increases the explosion radius of Total Mayhem by 25%
2
Rocket Ride (R2)
Now also passively increases the damage of Total Mayhem by 25%
LEVEL 1
Tricky Shuffles (Reworked)
While Frag Launcher is empty, Junkrat gains 10% increased Movement Speed and healing received.
While Frag Launcher is full, Healing Fountain and Dirty Trickster refresh 50% faster.
Bogged Down (Moved from Level 7)
Duration decreased from 2.5 to 2 seconds.
Big As (Moved from Level 13)(Reworked)
Increase Steel Trap's radius by 50% and its damage by 100%.
LEVEL 4
Blow 'Em Up! (Moved from Level 1)
Can no longer be activated with Steel Trap.
Mine Like A Steel Trap (New)
Hitting an enemy Hero with Concussion Mine causes Steel Trap to recharge 50% faster for 6 seconds.
Hitting an enemy Hero with Steel Trap increases the next detonation damage of Concussion Mine by 100%.
Sticky Wicket (Moved from Level 7)
Now replaces the "Rooted" status effect shown on targets hit by Steel Trap with the "Trapped" status effect, which displays both the "Silenced" and "Rooted" icons at once, and is replaced when either debuff is removed. This is a visual change only.
LEVEL 7
Burst Fire
Moved from Level 16.
BOOM POW
Moved from Level 4.
AHHHH! (New)
Reduce Steel Trap's arming time by 0.25 seconds. Passive: Junkrat's Basic Attacks and Frag Launcher deal 50% more damage to Rooted enemies.
LEVEl 13
Bombs Away
Damage bonus decreased from 30% to 25%.
Bouncy Bouncy (New?)
Frag Launcher grenades that ricochet off of terrain gain 25% bonus damage, roll distance and speed, up to 75%.
Frag Launcher grenades stop rolling after the 4th ricochet.
Extra-Wound Timers
Moved from Level 1.
Taste For Explosions (Moved from Level 4)(Reworked) ❢Quest: Hit 100 Heroes with Frag Launcher, including Heroes hit so far. ❢Reward: Increase its damage by 40%.
LEVEL 16
Cannonball!
Moved from Level 20.
Ripper Air (Moved from Level 13)(Reworked)
Concussion Mine's cooldown is reduced by 2 seconds and it knocks Junkrat back 50% farther.
Additionally, when Concussion Mine only hits Junkrat, its cooldown is reduced to 2 seconds.
Chattering Teeth (Moved from Level 4)
Now also makes Steel Trap only hit Heroes.
Gotta Trap 'Em All!
Moved from Level 13.
LEVEL 20
Extra Oomph
Unchanged.
Puckish Scamp (Reworked)
Reduce the cooldown of Rocket Ride by 25 seconds.
Junkrat always rides his Rocket Ride Mount, but his Mount cooldown is increased to 8 seconds.
Endless Nades
Moved from Level 16.
Spread Volley (Moved from Level 16)(Reworked)
Frag Launcher fires 2 additional grenades in a spread, but loses 1 maximum charge.
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.
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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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.
Not sure if it's a good idea to add the 4th one, especially that dangerous.
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.
Okay, I changed the effect.