Junkrat Talents Rework by SMILE

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Junkrat Talents Rework

By: SMILE
Last Updated: May 12, 2021
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Junkrat Talents Rework

My Suggestions

Junkrat may be fine right now, but he has a big problem - only 1 build in ALL situations.

The idea of this rework is to give Junker Demolitionist some variety in his talents.

Combat Trait

1
Dirty Trickster

Now baseline.
Cooldown increased from 12 to 25 seconds.

Heroic Abilities

1
RIP-Tire (R1)

Cooldown increased from 75 to 100 seconds.
Health increased from 530 to 750.

2
Rocket Ride (R2)

Cooldown reduced from 75 to 60 seconds.

LEVEL 1

Taste For Explosions (Moved from Level 4)
Maximum bonus increased from 40% to 60%.

Bogged Down (Moved from Level 7) (New Functionality)
?Quest: Enemies launched by Concussion Mine are Slowed by 20% for 2 seconds upon landing.
?Reward: Launching an enemy Hero increases the Slow by 1%, up to a total of 40%.

Gotta Trap 'Em All! (Moved from Level 13) (New Functionality)
Reduce Steel Trap's cooldown by 3 seconds.
?Quest: Hit enemy Heroes with Steel Trap.
?Reward: After 10 hits, increase the maximum number of active traps to 2.
?Reward: After 15 hits, reduce its cooldown by 2 seconds.

Extra-Wound Timers
Removed.

LEVEL 4

Tricky Shuffles (Moved from Level 1) (New Functionality)
Gain 5% Movement Speed and increase Basic Attack damage by 10%.
While Frag Launcher has no charges left, increase bonuses to 10% and 20% respectively.

Blow 'Em Up! (Moved from Level 1)
Bonus damage reduced from 25% to 20%.
Duration increased from 6 to 8 seconds.

Chattering Teeth
Chase Radius increased from 4.5 to 5.
Steel Trap's Movement Speed increased from 2 to 3.

LEVEL 7

Cannonball! (Moved from Level 20)
Bonus reduced from 50% to 25%.

Big As
Now reduces Physical Armor only.

Sticky Wicket
Now reduces Spell Armor by 15.

Dirty Trickster
Removed.

LEVEl 13

Bombs Away
Unchanged.

BOOM POW (Moved from Level 4)
If Concussion Mine hits an enemy Hero, reduces its cooldown by 12 seconds.

Mine Like A Steel Trap (New)
Reduce Steel Trap's arm time to 1 second.
If Concussion Mine hits an enemy Hero, reduce Steel Trap's cooldown by 3 seconds and vice versa.

LEVEL 16

Endless Nades
Cooldown reduction reduced from 1.5 to 1.25 seconds.

Ripper Air
Moved from Level 13.

AHHHH! (New)
Steel Trap deals an additional 200% damage over 8 seconds. Your Basic Attacks deal 20% more damage to affected Heroes.

LEVEL 20

Extra Oomph
Now also increases RIP-Tire's Health by 50%.

Puckish Scamp
Unchanged.

Burst Fire (Moved from Level 16)
Cooldown reduction increased from 6 to 8 seconds.

Spread Volley
Moved from Level 16.

I Hate Waiting!
Removed.

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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.
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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.
This won't go out of control because you will need 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.

This is why CD was increased to 100 seconds. And lvl 20 talent are OP most of the time. Also there are a lot of situation when RIP-tire gets insta deleted which makes it literally useless, but it's still better than rocket.
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