JUNKRAT

Role: / HP: 200 / Difficulty:

OVERVIEW

Junkrat is a defensive hero who can bring chaos into any fight, specializing in rapid burst damage and map zone control. With the options of fast-paced and cat and mouse playstyles, his arsenal of endless explosives, and sneakily placed traps, Junkrat is more than capable of controlling narrow hallways and small to medium sized rooms by pressuring the enemy team to contest his self proclaimed areas he decides to defend or offensively dispense his explosives. Picking Junkrat to play can be a breeze, although havoc will be had by anybody clever enough to master all his playstyles to finish off his foes.

OVERVIEW

Junkrat is a defensive hero who can bring chaos into any fight, specializing in rapid burst damage and map zone control. With the options of fast-paced and cat and mouse playstyles, his arsenal of endless explosives, and sneakily placed traps, Junkrat is more than capable of controlling narrow hallways and small to medium sized rooms by pressuring the enemy team to contest his self proclaimed areas he decides to defend or offensively dispense his explosives. Picking Junkrat to play can be a breeze, although havoc will be had by anybody clever enough to master all his playstyles to finish off his foes.

ABILITIES

Junkrat drops several bombs on death, totaling 300 damage (50 per grenade, 6 grenades total). This ability also grants Junkrat immunity from his own explosives, allowing him to negate self damage from his grenades, mines, and even his Ultimate.

Damage 120 direct, 12-80 bouncing

Duration: Direct or after 3 bounces

Speed: 17.5m/s

Reload: 1.5s

Rate: 1.66/s

A projectile launcher capable of high burst damage and killing enemies out of your line of sight. The projectiles will detonate on direct contact with an enemy or after 3 bounces.

Damage 80

Duration: 3s

Cooldown: 10s

An immobilizing trap that holds enemies in place for 3 seconds, dealing 80 damage to anybody unfortunate enough to be caught in it.

Damage 120

Duration: Until detonation (RMB)

Cooldown: 8s

Rate: 2 charges

Speed: 17.5m/s

Enemies caught within the radius of the mine will be launched into the air, dealing 120 damage to them. Junkrat can also use these mines to launch himself into the air, taking no damage.

Damage 60-600

Speed: 13.5m/s

Duration: 10s

Junkrat revs an explosive tire, driving it towards the enemy. The tire can climb walls, and when detonated will deal massive to anybody in the center of its blast. Fire in the hole!

ABILITIES

Junkrat drops several bombs on death, totaling 300 damage (50 per grenade, 6 grenades total). This ability also grants Junkrat immunity from his own explosives, allowing him to negate self damage from his grenades, mines, and even his Ultimate.

Damage 120 direct, 12-80 bouncing

Duration: Direct or after 3 bounces

Speed: 17.5m/s

Reload: 1.5s

Rate: 1.66/s

A projectile launcher capable of high burst damage and killing enemies out of your line of sight. The projectiles will detonate on direct contact with an enemy or after 3 bounces.

Damage 80

Duration: 3s

Cooldown: 10s

An immobilizing trap that holds enemies in place for 3 seconds, dealing 80 damage to anybody unfortunate enough to be caught in it.

Damage 120

Duration: Until detonation (RMB)

Cooldown: 8s

Rate: 2 charges

Speed: 17.5m/s

Enemies caught within the radius of the mine will be launched into the air, dealing 120 damage to them. Junkrat can also use these mines to launch himself into the air, taking no damage.

Damage 60-600

Speed: 13.5m/s

Duration: 10s

Junkrat revs an explosive tire, driving it towards the enemy. The tire can climb walls, and when detonated will deal massive to anybody in the center of its blast. Fire in the hole!

PLAY STYLES, & COMPOSITION

Junkrat’s high explosive damage output and crowd control with Steel Trap places him near the top ranks for both categories. With his low cooldown damage and trapping abilities, engaging enemies have a short window of time to eliminate Junkrat before his next set of Concussion Mines and his Steel Trap are reset for use. Playing around chokes, narrow hallways, and enclosed rooms will be your most valuable option; capture type points and game modes with lesser or minimal open airspace make it much more viable for Junkrat to provide his full potential. This will allow to Junkrat pose as a major threat, making it mandatory for enemy teams to contest or deal with him.

Intelligent Junkrat players will understand how to position themselves around the map without his teammates directly next to him during his Cat and Mouse tactics. Players positioning him correctly, and with the good map knowledge, will provide Junkrat with effective Blind Firing tactics. With enough practice, Junkrat can successfully bounce his Grenades fired by his Frag Launcher onto the enemy team, without directly having a visual sight of his enemies. This tactic will assist the player in avoiding the majority of incoming damage, as the enemy team will be unable to land direct damage successfully. Enemy Heroes will be forced to enter Junkrat’s close quarters range where he is able to instantly eliminate his foes with his explosives.

Junkrat is heavily dependant on what the enemy team selects as their composition, which gamemode is being played, and the map’s environmental landscape . He takes up a DPS slot in a team composition, so be wise if you could benefit from a different hero.

Quick Composition Terminology:
321 Tank = 3 Tanks, 2 Supports, 1 Damage Dealer
222 Standard = 2 Tanks, 2 Support, 2 Damage Dealers

Junkrat plays a very strong role in a 321 Tank, or 222 Standard type composition which generally places his teammates in a closer positioning. Coupled with tanks who are more static in playstyle (i.e. Reinhardt, Orisa) and with their defensive shielding abilities with large health pools, the enemy team will be pressured to get in close to fight. With the extended period of time that a team fight may last, Junkrat has the much-needed travel time his slow explosive projectiles demand. As the team fight drags on, as long as Junkrat’s allies are able to sustain their defenses his unsurpassed area of effect burst damage can catch an enemy hero by surprise with a simple misstep. Players are advised to either position themselves within the middle of the team or in an offset position to spam his explosives, with well-placed traps catching any enemies who dare to engage into his allies. This playstyle can also punish the popular Dive compositions where Junkrat can provide his teammates with cover or crowd control abilities fending off the enemy divers.

Junkrat is also at home when playing against a similar 321 Tank or 222 Standard composition since he is able to quickly break and dismantle physical shields. Keep in mind, players that decide to flank with Junkrat to perform a surprising sneak attack against their enemies must communicate with their teammates to coordinate a unified engagement. Similar to Tracer’s rear solo pulse bomb pick, or Reaper’s quiet instant 2-shot Hellfire Shotgun eliminations, most successful Junkrats ensure the enemy team’s attention is occupied before moving in for the elimination. Try to avoid Rambo-style solo missions.

Junkrat in higher tier or professional competition is not commonly used in hyper aggressive or fast spaced compositions such as Dive because his kit does not allow him to engage or disengage fights with the desired mobility.

Here are some quick guidelines for situations to pick or avoid Junkrat in:

Pick when the match has:

1. Small rooms around a contested objective
2. Choke points enemies must travel through
3. Map sections suited to blind firing tactics
4. Static Tank compositions being played, which Junkrat’s abilities support well

Avoid when the match has:
Maps with med-long range vantage points, where long-ranged Heroes are a threat
Open air space with a high vertical air box for Aerial units to be a threat
Teammates playing a Dive composition which may leave junkrat behind in team fights
Compositions where the only other DPS player selects a sniper (not impossible, just not optimal)

JUNKRAT QUICK TIPS

Keep track of your Concussion Mine cooldown since Junkrat can store up to 2 mines at any given time. They’re your only mobility, and while they can be handy to pick off an enemy at low health, try to keep 1 mine as your “get out of jail free card”.

Keeping a mine atop a trap totals to 200 damage. When the trap springs and mine is manually detonated by Junkrat eliminates most non-Tank Heros.

Junkrat is extremely vulnerable whilst you use your Ultimate. Finding a safe place to hide first is highly recommended. Ensuring that enemy Heroes have no information of Junkrat’s whereabouts is vital as it is easy rush him while he attempts to land a successful RIP Tire.

Stopping and delaying the Rip-Tire from movement heading directly into a wall will remove the loud sound his Ultimate makes, not allowing the enemy to keep track of its sound cue, which keeps the enemy guessing.

Playing Junkrat around the team is very important and also requires great timing and game awareness of when team fights breakout. Junkrat players will find more value in their engagements when enemy Heroes are occupied or focused on your teammates.

BLIND FIRING!!!! If you cannot see your enemies, they cannot see you either! The special mechanic and tactic of Junkrat’s kit allows him to successfully bounce his Frag Launcher’s grenades at the enemies by lobbing, or bouncing them off corners and walls while his enemies are out of view.

PROS & CONS

Pros

  • 1. High burst damage allows for incredibly fast eliminations or causing fatal damage
  • 2. Utility of his kit can be applied for not only damage, but mobility as well
  • 3. Total Mayhem allows Junkrat to drop a few grenades upon his own elimination that can eliminate enemies even after death
  • 4. Play styles ranging from solo cat and mouse to organized team fight tactics

Cons

  • 1. Inconsistent damage due to slow projectile travel times
  • 2. Easily countered by medium-long range heroes in open maps
  • 3. Damage is not reliable on targets that can fly or hover
  • 4. Requires a much higher understanding of map positioning and composition engagement timings

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