Junkrat Soft Rework (2025) by SMILE

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Junkrat Soft Rework (2025)

By: SMILE
Last Updated: Nov 29, 2025
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Junkrat Soft Rework (2025)

My Suggestions

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.

Secondary Abilities

1
Dirty Trickster (Passive)

Now available baseline
Unlocks upon reaching level 10
No longer increases the explosion radius of Total Mayhem

Dirty Trickster is placed in Active Ability 6 slot by default

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, gain 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 visually replaces the displayed "Rooted" status effect with the "Trapped" status effect.
Trapped displays both the "Silenced" and "Rooted" icons simultaneously.
Trapped is removed when either effect is removed.

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% bonus damage to Rooted enemies.

LEVEl 13

Bombs Away (Adjusted)
Frag Launcher grenades fired within 0.5 seconds of using a Basic Attack deal 25% bonus damage.
Passive: Gain 1 Attack Range.

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)(Adjusted)
Concussion Mine knocks Junkrat back 50% farther.
Additionally, its cooldown is reset when it only hits Junkrat.

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.

REMOVED

Dirty Trickster

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
[-]
SMILE (1) | May 13, 2021 4:22am
>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.

>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, and this won't go out of control since you will have to hit enemies with all of your grenades from Burst Fire.

>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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