Junkrat
Build: Endless Sustained Damage
Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20
Threat | Hero | Notes | |
---|---|---|---|
1 |
Yrel | Tanks and frontline heroes are really easy to catch with a Mine. Traps will also limit their movement when placed in a lane. Hard cc will get Junkrat absolutely destroyed given there is damage to follow it up. Soft cc, like a slow, are no problem to escape from via Concussion Mine. | |
1 |
Uther | Support heroes are a good target to hit multiple heroes with Frags since they are always in the proximity of allies. Certain supports need to be in range of Concussion Mine in order to land their own cc; can be caught and are a good target to catch | |
1 |
Thrall | Melee Assassins want to close the gap and get up close to deal big damage. Traps limit their movement/escape. A well placed Mine can put them closer than they wanted to be. Very easy to abuse with long range frags and AA's |
Threat | Hero | Notes | |
---|---|---|---|
1 |
Chromie | Every mage is afraid to be trapped and doesn't want to trigger one because of their lack of mobility and fragile nature. |
Threat | Hero | Notes | |
---|---|---|---|
2 |
Probius | Good wave clear and lane control with turret. Don't target pylons, focus on clearing the wave and poking. It's easy to accumulate more damage than Probe, stay healthy and try not to Hearth at all. | |
2 |
Ragnaros | Poke/mine him trying to stack Q. You can win this lane. | |
2 |
Sonya | Decent wave clear, Mine/trap doesn't stop whirlwind. Keep poking and clearing with Frags. | |
2 |
Thrall | Melee Hero with poor wave clear. Good poking through Lightning. Poke him and aim to catch him with a mine. |
Junkrat Hero Spotlight - Strong displacement, area control, natural wave clear, and poking ability - Fragile, like all mages, can be killed easily and very susceptible to AA damage. - Hard to gank with his range, mine escape, and a trap on the flank to spot an incoming enemy. - Junkrat is a B+ on my tier list. There are stronger mages and better solo lane heroes to pick. His gimmicks don't fool seasoned players in HL. |
-
Total Mayhem Comparable to
Archangel's Wrath. Higher total damage, but harder to make all 5 connect unless the enemy is standing idle on top of your corpse for 1 second. - Basic Attacks Splash Great wave clearing ability. Aim for the middle ranged minion or melee minion to effectively push out a lane. - The default trait button 'D' will detonate a mine when it's out. |
- Amazing offensive and defensive utility (The best ability in the game?). Can launch enemies behind walls, out of position, or into the team for an easy kill. Defensively, the Mine can hard peel, a TB
Varian for example, off of your allies. The Mine can also save yourself! - Can be hidden in bushes and under heroes in fights for an unexpected surprise. One trap in the bush and a mine placed correctly for maximum distance is an effective anti-gank combo. - Target trajectory is affected by distance from the centre of the mine and also their position in relation to the centre. Standing on top of the centre will send them straight up. - There is enough time from an enemy stepping on a trap to throw a mine behind them and launch them in the direction of your choosing. |
- Great zoning ability and area denial especially in tight corridors and choke points. - General placement: Put the trap on the open (gankable) side of a lane outside of the pathing of the minions. Additionally, if there is brush on the open side like in the Cursed Hollow top lane. Use the trap as a scouting ward to prevent a sudden gank. - Grants vision in a small area wherever placed. - Can be tripped by minions, monsters, and certain summons( Raynor's Raider Banshee yes, but not Wisp) |
- Strong controllable burst damage. Good knockback. Damage and knockback vary depending on how close the enemy is to the centre of the explosion. - Can be destroyed! Jumping with the tire makes it more difficult to be destroyed (it can be like trying to target Raynor's Raider). I like to jump the tire when I'm getting close to my target to ensure they are being hit by the absolute centre of it for maximum damage and it won't be so easily AA'd. - To get over walls easily, jump earlier with momentum. If you're touching a wall without any forward momentum, you'll struggle to get over. |
- Higher total damage than RIP Tire, requires
Total Mayhem to hit for maximum damage. Commonly taken and rightly used as an escape given it's utility. If it looks like you're gonna get pinched, cast it early and gtfo! - Great overall for solo lane work. The true value of this heroic is dealing damage in a team-fight while recalling back to base to deal with any lanes pushed in. 150% move speed after explosion is meant for heading into a lane that needs attention. - Rocket should only be used mid-fight if it will kill a crucial hero (a carry or the healer). Don't use just for damage because doing so will put your team at a disadvantage as you have effectively removed yourself from the fight: 5 Heroes - Junkrat = 4 Heroes Diamond Pro Tip To ensure the rocket hits, follow your target by spam clicking on top of them in the direction they're heading. Click a lot, and click fast like you're playing SC2. Don't click + drag movement because using that method makes it harder to react to a juke and leads to a lot more enemies escaping the damage radius. |
- Best option at 7 - The 50% increased radius is the reason why you take this talent. It prevents slim heroes (the majority of which are assassins) from slipping through a trap placed in a choke point. *For talent alternatives, see Notable Talent Alternatives |
- Adds an additional cc to enemies hit by a mine. Almost guarantees a kill if they are flung towards your team. *For talent alternatives, see Notable Talent Alternatives |
- On large spread out and quick maps such as Warhead Junction, Towers of Doom and even Sky Temple, gameplay doesn't allow for fast and efficient stacking of Taste For Explosions. Even stacking to half completion doesn't reward a ton of damage so instead take Bonzer Hits for the bump in mine damage and stronger knockback. |
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