A build for Junkrat, + links to builds of other heroes

I continue to share my experience of 14 thousand games:

  1. Tricky Shuffles.
  2. Taste For Explosions.
  3. Dirty Trickster against crowd control, divers, against 3 melee.
  4. Rocket Ride for combo-wombo, against divers, against specific spells as Kel’s Fireball, for safe.
  5. Bombs Away.
  6. Burst Fire.
  7. Cannon Ball.

Previous topics :

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That’s pretty much the exact build I run, except for 20 where I usually will go for Puckish Scamp (or Extra Oomph if I picked Riptire for specific ARAM matchups). Cannonball! is nice but it doesn’t feel like a strong 20 talent in comparison to his ult talents.

My build (just paste): [T2131123,Junkrat]

on 1 I prefer red(Extra wound Time) it gives extra scouting, more possible dmg (enemies walking into missed shot) and the last shot will deal extra dmg. Tricky shuffle works with your lvl 16 better I guess but I don’t feel like I need the extra movespeed when im shoting enemies from distance.
4 Chasing Trap and Boom POW are probably better but I’m to adingted to not pick Taste For Explosion (Taste for Explosions sound kinda like Appetite for Destruction :thinking:)
7 Dirty Trickster is good but I can see the other talents with the respective Level 4 working too
10 I prefer RIP-tire it’s harder to avoid for enemys then Rocket Ride though both talents work fine.
13 I like Bombs away extra wave clear and depending on your skill also a bit more Teamfight dmg. Extra Trap for Trap build. An argument could be made for Ripper Air as it can be faster than Mounting.
16 Purple Rules (Infinite Nades) if you hit 1 Hero with each of your 4 Nades you get a CDR of 6 seconds combined with Canonball on 20 you are more likely to hit multiple heroes and get an even bigger CDR but you loose out on the Burst from Burst Fire for more DMG (and Stacks) over a slightly longer period of time. The Red one (Spread Volley) is better than Burst Fire but worse than Infinite Nades under normal circumstances Imho.
20 If you go Rocket Ride Cannonball is best the Rocket Ride Upgrade is OK I guess and the mount Upgrade is just bad (in most situations). Rip Tire Upgrade is realy good if enemy Team is not good at attacking/avoiding it if they don’t kill it or you have a good CC combo I would pick it else i just go Cannonball.

It’s not just about speed, it allows me to immediately land powerful auto-attacks after 16 's talent . In addition, at level 13 there is also a talent for auto-attacks.

So you are passing insane CDR for 15% more Auto dmg? Also the 13 Increases AA-Range and Increases Dmg of Nades fired after AA but I feel like It is more of wave clear thing than Team fight UNLESS you are Picking Burst Fire but then you no longer need it for wave clear but rather for Team fight as you only need to hit the timing on the 13 once
instead of Up to 4 times.

At 20
your Auto deals 263,1 (303 AA with 15% Buff) Dmg and an Unmodified Nade Deals 272
Only Taking 16 + Tricky Shuffle:
3 Nades 816 Dmg + 3 Buffed AA 909 (you can technically get 4 or even 5 but let’s be real) = 1725 (or 2331 if you hit 5 AA)

CDR 16 + Red Level 1
3 Nades + 1 buffed Nade (598 Dmg) + 3 Normal Autos + 0,5 nade (12 seconds= 1 nade but assuming you get only 1 hit per nade you get a 6 second CDR)
816+598+789+136 = 2339 (or 2203 Dmg without the half Nade)

the Number are realy close but I haven’t taken the dmg Buff from 4 into account by level 20 I usualy (I could be biased on this) have stacks somewhere between 50 Stacks (10% dmg Buff) and 120 (24%) average would be 17% bonus i guess so let’s run the number with that:
Nades with 17% extra Dmg= 318,24 Dmg (272+46,24) In Game 317
Tricky Shuffle + Burst +level 4
951+909 = 1860 (or 2466 with 5 AA)
only 135 more dmg

Red 1 + Cdr 16 + 17%
951 (the Normal Nades) +644 (the buffed one in game) + 789 (normal AA) + 158,5 (Half Nade) =2542.5 (or 2384 without half Nade)

I don’t want to do the Math for other levels of stacked or the 30% Buff from 13 and these Calculations don’t take real Time into Account do what you want with these Numbers.

Thank thou, a brother for thy time.

1 Like

A reasonable, consistent build

2 Likes

Coming back to haunt this thread again and trow in a few notes on the calculations from last time:

  1. the Tricky shuffle Build Spreads Dmg evenly between AA and Spell Dmg so it might be better against something like Anub or other Spell Armor
  2. If you Play Junk just poking from afar not hitting Autos
    your Dmg will be 1550 (Cdr Build)
    So 1 auto will set you about even with AA build
    1813 (1677 without half nade) compared to 1860 (3x AA)
    With the 17% buff: Cdr/red1 build does 1753,5 dmg (no AA without half nade 1595) compared to AA build 1860 (three AA)
    What im trying to say is that Playing Junkrat like Azmo (just spamming Q from a distance) is very similar in Dmg to AA build and sometimes worse then going for AAs
    Why? Because i thought that getting 3 AA with a Range oriented Q build might be a bit off a stretch.
  3. If you can give me another Number of Level 4 stacks I will run the Numbers

Updated the topic with links to builds of other heroes.