“ | Fire in the hole!
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Junkrat is a Ranged Assassin hero from the Overwatch universe.
Unpredictable and general miscreant, Junkrat is someone who lives to cause chaos and destruction.
He is a a mobile assassin that bombards the enemy from afar, and sews chaos with traps and mines.
Background[]
The destruction of the Australian omnium left the area an irradiated waste and survivors like Jamison Fawkes were greatly affected by radiation. Now as the explosive-obsessed criminal Junkrat, he is renowned for leaving havoc and bedlam in his wake.
Gameplay Summary[]
Junkrat is a unorthodox Assassin with a very unique kit, largely resembling one of a Specialist. Due the nature of his abilities, he is generally at an advantaged position to harass, poke, and deal consistent damage to his opponents. Also, both his traps can change the course of the battle thanks to their damage and utility.
Overall, Junkrat works on pretty much any team, although he is at his best when paired with a strong frontline and other allies with crowd control, so he can cause mayhem from a safe distance.
Strengths[]
- Doesn't use mana or any kind of resource, relying only on cooldowns.
- Below his healthbar is displayed the number of charges for his Frag Grenade, making easier for the player to track.
- Exceptional zoning and sustained damage in the form of poking.
- Basic Attacks deal 100% splash damage.
- Powerful waveclear.
- Good amounts of crowd control.
- Great at preventing opponents from channeling map objectives, such as the altars in Towers of Doom and the nukes in Warhead Junction.
- All Basic Abilities can be used while moving.
- Frag Grenade has very high range, making it great for harassing opponents, specially those with poor mobility.
- This ability also makes him decent at solo laning due its area-of-effect, specially when combined with his basic attacks.
- Despite Frag Grenade dealing 50% less damage to structures, it still is a decent sieging tool.
- Concussion Mine is a extremely powerful displacement tool that can change the course of a teamfight.
- Can detonate Concussion Mine near himself to propel while taking no damage, which is useful to chase or flee.
- Very high damage from both Heroic Abilities.
Weaknesses[]
- Lack of self-sustain.
- High skill ceiling and learning curve due the nature of his abilities.
- His trait, Total Mayhem, only has value when Junkrat dies, a less optimal strategy.
- Lack of precision, as most of his abilities are a bit unpredictable, and are all skillshots.
- Poor sieging, as Frag Grenade deals less damage to structures.
- Both Concussion Mine and Steel Trap are considerably easy to avoid without proper setup from the rest of the team.
- They also require proper planning and positioning to be truly effective.
- Concussion Mine can actually ruin team setups if detonated without coordination.
- Vulnerable against teams with mobile Heroes (meaning he won't be able to hit his skillshots properly) and dive Heroes (who can easily use gap-closers to prevent Junkrat from retaliating).
- Lack of escapes aside from detonating Concussion Mine on himself, otherwise being easy to take down when focused.
- Both Heroic Abilities require channeling, meaning they can be interrupted if used at a wrong time.
Abilities[]
Cooldown: 12 seconds
Launch a grenade that explodes at the end of its path or upon hitting an enemy, dealing 128 (+4% per level) damage to nearby enemies. Grenade can ricochet off of terrain. Deals 50% less damage to Structures.
Stores up to 4 charges. Frag Launcher's cooldown replenishes all charges at the same time.
Cooldown: 16 seconds
Place a mine on the ground. Junkrat's Trait can be activated to detonate the mine, dealing 180 (+4% per level) damage to nearby enemies and knocking them back. Junkrat can also be affected by Concussion Mine, but takes no damage.
Limit 1 active mine.
Cooldown: 12 seconds
Place a trap on the ground that arms after 2 seconds. Deals 130 (+4% per level) damage to the first enemy that walks over it and Roots them for 2 seconds.
Limit 1 active trap.
Traits[]
Upon dying, drop 5 grenades that explode after 0.75 seconds, each dealing 250 damage to nearby enemies. Deals 75% less damage to Structures.
Detonate Mine
Detonate an active Concussion Mine.
Heroic Abilities[]
Tier 4 (Hero Level 10)
Cooldown: 80 seconds
Create a motorized bomb with 530 Health that lasts 15 seconds. While active, Junkrat is immobile but gains control of RIP-Tire's movement.
RIP-Tire can be reactivated to detonate immediately, knocking nearby enemies back and dealing 475, 625, or 775 damage to enemies depending on how close they are to the center of the blast (with the highest amount near the center).
Tier 4 (Hero Level 10)
Cooldown: 100 seconds
After 1.25 seconds, Junkrat launches into the air. While in the air, he can steer the landing location by moving.
After 3.5 seconds, Junkrat lands, dealing 750 damage to nearby enemies and activating Total Mayhem. 5 seconds after landing, Junkrat reappears at the Altar and gains 150% additional Movement Speed until dismounted.
Talents[]
Tier 1, Hero Level 1[]
Tier 1 (Hero Level 1)
Increase Frag Launcher's travel distance by 50%, but does not increase its speed.
Tier 1 (Hero Level 1)
Frag Launcher grenades last an additional 2 seconds before automatically detonating.
Tier 1 (Hero Level 1)
Upon colliding with terrain for the first time, Frag Launcher grenades deal 20% more damage.
Tier 2, Hero Level 4[]
Tier 2 (Hero Level 4)
Quest: Hitting a Hero with Frag Launcher increases its damage by 0.50, up to 100.
Tier 2 (Hero Level 4)
Quest: Hit enemy Heroes 12 times with Concussion Mine.
Reward: Concussion Mine deals 40% more damage and knocks enemies back 30% farther.
Tier 2 (Hero Level 4)
Quest: Hit 7 Heroes with Steel Trap.
Reward: Reduces Steel Trap's cooldown by 3 seconds and increase the maximum number of active traps to 3.
Tier 3, Hero Level 7[]
Tier 3 (Hero Level 7)
While Frag Launcher has no charges left, gain 15% Movement Speed.
Tier 3 (Hero Level 7)
Steel Trap no longer Roots enemies, and instead Slows them by 90% for 3.5 seconds.
Tier 4, Hero Level 10[]
Tier 4 (Hero Level 10)
Cooldown: 80 seconds
Create a motorized bomb with 530 Health that lasts 15 seconds. While active, Junkrat is immobile but gains control of RIP-Tire's movement.
RIP-Tire can be reactivated to detonate immediately, knocking nearby enemies back and dealing 475, 625, or 775 damage to enemies depending on how close they are to the center of the blast (with the highest amount near the center).
Tier 4 (Hero Level 10)
Cooldown: 100 seconds
After 1.25 seconds, Junkrat launches into the air. While in the air, he can steer the landing location by moving.
After 3.5 seconds, Junkrat lands, dealing 750 damage to nearby enemies and activating Total Mayhem. 5 seconds after landing, Junkrat reappears at the Altar and gains 150% additional Movement Speed until dismounted.
Tier 5, Hero Level 13[]
Tier 5 (Hero Level 13)
Junkrat is knocked back 50% farther by Concussion Mine. Additionally, Concussion Mine's cooldown is reduced by 12 seconds if only Junkrat is hit.
Tier 5 (Hero Level 13)
Enemies launched by Concussion Mine are Slowed by 60% for 2 seconds upon landing.
Tier 6, Hero Level 16[]
Tier 6 (Hero Level 16)
Frag Launcher fires all of its charges in a continuous burst, its cooldown is reduced by 6 seconds, but it loses 1 maximum charge.
Tier 6 (Hero Level 16)
Hitting an enemy Hero with Frag Launcher reduces its cooldown by 1.5 seconds.
Tier 6 (Hero Level 16)
Cooldown: 30 seconds
Activate to make Frag Launcher fire 2 additional grenades in a spread. Works for up to 4 total charges, or until Frag Launcher runs out of charges.
Tier 7, Hero Level 20[]
Tier 7 (Hero Level 20)
Increase RIP-Tire's knockback distance by 50% and its cooldown is reduced by 20 seconds for each enemy Hero hit.
Tier 7 (Hero Level 20)
Increase the radius and explosion radius of grenades from Basic Attacks and Frag Launcher by 50%.
Tier 7 (Hero Level 20)
Hitting an enemy Hero with Concussion Mine reduces its cooldown by 10 seconds.
Talent Builds[]
- Frag Grenade Build: focused on improving Frag Grenade to maximize Junkrat's waveclear and poking potential, allowing him to harass his opponents even better, especially those at the backline.
- Concussion Mine Build: focused on improving Concussion Mine to maximize Junkrat's ability to reposition his enemies and himself. This allows for powerful displacements to isolate enemy Heroes, where the allied team can quickly strike with focus fire.
- Steel Trap Build: focused on improving Steel Trap to maximize Junkrat's zoning potential and utility, allowing him to have up to 3 traps at once thanks to Gotta Trap 'Em All!, which combined with Chattering Teeth can make it a big nuisance to the enemy team, especially when trying to capture objectives.
Tips[]
- While dying is not optimal, make sure to stay as close as possible to the opponents when there is no chance to escape certain demise, to ensure Total Mayhem hits as many enemies as possible.
- Don't be afraid to burn the Frag Grenade, since they recharge all at once. The number of charges are always displayed below Junkrat's lifebar, for convenience.
- Frag Grenade is a great tool for checking bushes, as well giving the allied team visibility as the projectile bounces.
- Saving Concussion Mine to use as a escape mechanism becomes very invaluable when facing heavy dive team compositions.
- Hiding Steel Trap on bushes and other strategical spots is a great way to surprise opponents.
- Always make sure to use RIP-Tire from a safe distance, as Junkrat is left vulnerable while controlling it.
- Rocket Ride is a great way to prevent certain death scenarios, allowing Junkrat to deal tremendous damage to his opponents and to safely return to the core. Save it for the last moment.
Matchups[]
Pairings[]
Junkrat is best paired with Heroes that are disruptive as he is, allowing to cause havoc on the battlefield. Due his poor mobility and healthpool, a strong frontline, mostly Warriors, often provide enough crowd control for Junkrat to strike.
Effective against[]
Junkrat can easily capitalize on Heroes with poor mobility and/or range, meaning he can harass them from afar with his abilities. Heroes with no self-sustain will often have to retreat earlier due his constant poking, especially during duels for territory control.
Effective foes[]
Junkrat's main issues are his low mobility and fraility, meaning Heroes specialized in diving can easily take him down. Not only that, facing mobile Heroes makes harder for Junkrat to hit with his abilities. Should his Concussion Mine be on cooldown, he will have no means to escape his enemies.
Skins[]
- Junker Demolitionist (base)
Junker Demolitionist | Rusted | Convict | Clowning 150 |
Drowned 150 |
- Fallen 2400
- The junkrats are the most scarcely seen of the fallen family of demons. Capricious and suspicious to a fault, they prefer to live amongst the ruined war-machines that litter Pandemonium where they scourge for resources.
- This skin is related to the Diablo themed-skins. Features themed animations and themed abilities.
Fallen | Devilish | Hellish | Orcish |
Warped |
Trivia[]
- The "Clowning" variation of his basic skin is a reference to the Joker from the DC universe.
Patch changes[]
- (Patch December 12, 2017) Note: Outlines will now display on terrain when playing Junkrat or Lúcio. This should allow for a more accurate view of what can be used for Frag Launcher bounces and Wall Rides.
- (Patch November 1, 2017) Note: Base Maximum Health increased from 1273 to 1350; Health Regeneration increased from 2.7 to 2.8.
- (Patch October 17, 2017) Note: Added.
External links[]
- Junkrat's article in the Overwatch wiki