Junkrat Soft Rework (2026) by SMILE

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Junkrat Soft Rework (2026)

By: SMILE
Last Updated: Jun 3, 2026
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Junkrat Soft Rework (2026)

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.

Note
This concept has been overhauled as of 02/06/2026. Comments are outdated.

Stats
Health increased from 1425 to 1440
Health Regen increased from 2.9687 to 3
Attack Range decreased from 5.5 to 5

Combat Trait

1
Total Mayhem

Damage decreased from 250 to 240

Primary Abilities

1
Frag Launcher (Q)

Damage decreased from 124 to 120

2
Concussion Mine (W)

Damage increased from 180 to 240

3
Steel Trap (E)

Damage increased from 130 to 150
Vision radius decreased from 5 to 3

Secondary Abilities

1
Dirty Trickster (Passive)

Cooldown: 20 seconds
When Junkrat is damaged by an enemy Hero while below 50% Health, Rooted, or Stunned, he drops 5 Total Mayhem grenades at his feet. Can be toggled on and off.

This Ability is unlocked after reaching level 10.

Tooltip updated
Now available baseline
Unlocks after reaching level 10
No longer increases the explosion radius of Total Mayhem
Placed in Active Ability 6 slot by default

Heroic Abilities

1
RIP-Tire (R1)

Health decreased from 530 to 500
Maximum damage increased from 720 to 750
Mininum damage increased from 445 to 450

2
Rocket Ride (R2)

Cooldown reduced from 75 to 60 seconds
Damage decreased from 935 to 900
Time to reapper reduced from 5 to 3 seconds

LEVEL 1

Bombs Away (Moved from Level 13)(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 terrain gain 25% bonus damage, roll distance and speed, up to 75%.
Frag Launcher grenades stop rolling after the 4th ricochet.

Hot Stuff (New)
Frag Launcher grenades deal an additional 60 damage over 3 seconds to non-Structures, doubled against Heroes.
This bonus disappears when the grenade bounces off the ground or ricochets off terrain.

LEVEL 4

BOOM POW (Adjusted)
Hitting an enemy Hero with Concussion Mine reduces its cooldown by 6 seconds.
❢Quest: Kill an enemy Hero within 3 seconds of hitting them with Concussion Mine.
❢Reward: Permanently increase this cooldown reduction to 12 seconds.

Chattering Teeth (Adjusted)
Steel Trap now slowly chases nearby enemy Heroes.
Heroes hit by Steel Trap take an additional damage equal to 3% of their maximum Health.

Sticky Wicket (Moved from Level 7)(Adjusted)
Enemy Heroes hit by Steel Trap are Silenced for 2 seconds.
Enemy Heroes hit by Total Mayhem grenades are Silenced for 0.1 seconds.

LEVEL 7

Burst Fire
Moved from Level 16.

Extra-Wound Timers (Moved from Level 1)(Reworked)
Frag Launcher grenades last an additional 3 seconds before automatically detonating.
Frag Launcher grenades deal 50% bonus damage after not detonating for 2 seconds.

Taste For Explosions (Moved from Level 4)(Reworked)
Hitting an enemy Hero with Frag Launcher increases its damage by 10%, up to 50% bonus damage.
This bonus is reset if Frag Launcher runs out of charges.

LEVEl 13

Explosive Arrival (New)
When Junkrat lands after being launched by Concussion Mine, he drops 2 Total Mayhem grenades at his feet.
Passive: Increase the explosion radius of Total Mayhem grenades by 25%.

Big As (Reworked)
Increase the radius of Steel Trap by 50% and its damage by 100%.

Bogged Down (Moved from Level 7)(Reworked)
Steel Trap and Concussion Mine Slow enemies hit by 40% for 3 seconds.

LEVEL 16

Cannonball!
Moved from Level 20.

Ripper Air (Moved from Level 13)(Adjusted)
Concussion Mine knocks Junkrat back 50% farther.
Additionally, the cooldown of Concussion Mine is reset if it only hits Junkrat.

AHHHH! (New)
Reduce Steel Trap's arming time by 0.5 seconds.
Passive: Junkrat's Basic Attacks and Frag Launcher deal 50% bonus damage to Rooted enemies.

LEVEL 20

Extra Oomph (Adjusted)
Increase the knockback distance of RIP-Tire by 50%.
Each enemy Hero hit by RIP-Tire reduces its cooldown by 25 seconds.

Puckish Scamp (Reworked)
Hitting an enemy Hero with Total Mayhem grenades reduces the cooldown of Rocket Ride by 6 seconds.
Passive: Junkrat always rides his Rocket Ride Mount, but his Mount cooldown is increased to 6 seconds.

Spread Volley (Moved from Level 16)(Reworked)
Frag Launcher fires 2 additional grenades in a spread, but loses 1 maximum charge.

Gotta Trap 'Em All! (Moved from Level 13)(Adjusted)
Reduce the cooldown of Steel Trap to 12 seconds and increase the maximum number of active traps to 5.

REMOVED

Tricky Shuffles

Dirty Trickster

Endless Nades

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
>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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