[Guide] Tracer Rework | "The Cavalry's Here!"

Greetings everyone, I’ve put the time to play both as and against her to get the ins and outs, as was said in the previous outdated thread she’s my highest played character, being overall 57.5% win rate.

In this guide I will explain her abilities, her Strength and Weaknesses, new talents & builds, analyzing talents, best allies, best counters and giving out some tips on playing Tracer.


Guide's Content:


Yeah this is gonna be a long one, so if you wanna skip to a certain part just use this section to maneuver. ¯\_(ツ)_/¯

  1. Introduction
  2. Abilities
  3. Talents and Builds
  4. Talent Tiers Analysis
  5. General Tactics and Tips
  6. Best Allies
  7. Best Counters

Introduction

Tracer is a ranged mobile assassin who can pick off straggling enemies and finishing them off, her ability to attack and move and many ways of dodging incoming damage makes her problematic for those who are skillshot reliant or Melee reliant.

Strengths :fire:

  • Mobility.
  • Attacking while moving.
  • Overextend.
  • Sustained damage with self sustained healing and suboptimal burst.
  • Heroic ability available from the start of the game.

Weaknesses :droplet:

  • Poor wave clear (unless talented).
  • Long range auto attackers.
  • CC & Poke, specifically point and click.

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Abilities

Reload [D]

Reload plays a very a massive role in how much DPS Tracer can throw out per second, because she wastes 33% of her time reloading (1.25 seconds attacking and 0.75 seconds reloading) her DPS chokes as a result, 24 per attack for 10 attacks is 240 damage and then reloads for 0.75, so in 2 seconds she deals 240, her effective Attack speed that would make her deal the same damage without Reload is 5 attacks per seconds or 120 DPS per second.

Because of this, talents like Stim Drone and Adrenal Overload bring less damage output for Tracer in comparison to other heroes all because how Reload behave.

  • Stim Drone increase her damage output by ~36% instead of 75%.
  • Adrenal Overload increase her damage output by ~14.3% instead of 25%.

Additionally, Tracer attack range is 5 instead of the default 5.5 for most ranged assassins.

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Blink [Q]

Blink is her main mobility, allows to reposition quickly and swiftly dodge incoming skill shots, Blink coded in a way that it does the following:

  1. Temporary increases the players movement speed
  2. Allows the player to pass through enemies, summons and summoned terrains.
  3. Force the player to move in that direction temporarily and will try to go around collisions like environmental terrain or structures until they reach the end point.

This should be used to specifically close the gap or as way said before, dodge skillshots or get out of danger if necessary, the less you have the less effective you are in the fight.

This ability has no effect on basic attacks and will automatically seek the target even if they blink away from it.

I also highly recommend to set this to Quick Cast for best performance when casting consecutive blinks in the row.

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Melee [W]

Plays a big role in her damage and combos, Melee is more effective when used on heroes as it will make you charge Pulse Bomb faster which is a very important heroic ability when she wants to burst down someone specifically.

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Recall [E]

Recall allows her to reposition when she’s in danger or after committing a dive kill, Recall grants stasis during its 1.25 seconds which is the sole reason why she’s able to remove negative effects and use it while rooted.

Tracer loses a lot of power when using this ability and I will always keep saying this but Recall is her true heroic, it allows her to overextend, evade damage, and push into the fight constantly.

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Pulse Bomb [R]

Pulse Bomb acts as her center core of burst, unlike other abilities, Pulse Bomb increases by 6% per level, during the early game it deals very minimal damage and only becomes more threatening the farther you reach the late game.

It should be noted that Pulse Bomb charge amount is never increased based on your attack damage dealt or speed, as each magazine is 7.5% charge amount or in other words, each basic attack adds 0.75% charge.

If the Pulse Bomb was thrown on the ground and enemy was standing on top of it, they will be considered as a Primary target and will take full damage, players who were caught in the AoE around the bomb will however receive 50% of the damage as the ability indicates.

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Talents and Builds


Levels Talents
1
4
7
10
13
16
20

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Pulse Bomb Barrage (Main Build):

Level 1 4 7 10 13 16 20
Talents
Optional

Pulse Bomb Barrage allows Tracer to throw out as many bombs as possible while still have solid damage from your AA, better engage, disengage and sustain with Untouchable and Pulse Generator .

Which is what she’s being pushed with the bomb nerfs and charge rate increases, these talents gives her the necessary sustain to constantly stick in the fight, of course if you hit your Pulse Bomb in the first place.

Pulse Rounds allows her to charge twice the amount per magazine if she auto attacks enemy heroes, upping it from 7.5% to 15% of charge rate

This build skyrockets past level 20 as she could pretty much throw out 2, if not 3 bombs in a single fight, Get Stuffed is a very powerful talent that has massive synergy with One-Two Punch , allowing her to charge 48% in mere seconds if she attacks heroes.

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AA Hypercarry Build:

Level 1 4 7 10 13 16 20
Talents
Optional

This build focuses mainly on empowering Tracer’s basic attack build if by any means you picked her for that role even though Valla exists and she does 10 times better unless banned by choosing AA focused talents.

This build should also be somewhat familiar to her older play style, it doesn’t prove the same values when it comes to kiting which became less with the rework with the removal of Bullet Time which hindered her kiting potential.

Locked and Loaded when mastered its a permanent 40% damage increase while Untouchable multiply her base damage up to 30% (NOTE: Locked and Loaded is additive and does not multiply with Untouchable ), adding Ricochet pretty much multiply all damage dealt and healing received by 60% and finally Chrono Trigger value is completely maximized when combined with Locked and Loaded and allow her to pretty much sustain and deal more damage while blinking, my only suggestion is, do not waste them for the 1 seconds and keep using them for dodging purposes.

If your healer is not considerably optimal choice for the hypercarry, does not provide single target healing that Tracer finds necessary in this role, or not surviving that much, Jumper is a good option in this case, allowing her to gain 6% shields which should be enough when playing the hypercarry role, each chunk of shield should be enough to tank a basic attack hit, it’s really good.

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Utility Focused Build:

Level 1 4 7 10 13 16 20
Talents

This build is a very heavy combo oriented build that makes Tracer pretty much a utility focused hero which provide armor reduction with but also slow.

There’s very little to say here but it’s requires a lot of coordination for it to succeed, as 70% slow for over 3 seconds is overall long duration and makes players rather exposed to other delayed abilities like Ring of Frost or simply a follow up dive.

Sticky Bomb is also effective when combined with Get Stuffed , allows you to isolate and knockback players back to your team could turn out lethal if executed properly.

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Talent Tiers Analysis

Level 1

Talents Description
One-Two Punch Reduce the cooldown of Melee by 1 second and it gains an additional charge
Parting Gift Recall leaves behind 3 bombs that deal 250 damage each to different targets. Each Hero hit with these bombs grants 5% pulse Bomb charge.
Tracer Rounds Increase Basic Attack range by 10%. Basic Attacks against Heroes reveal a small area around them for 3 seconds.

One-Two Punch is hands down the best talent in this tier, 7 seconds cooldown and two charges allows her to charge twice the amount from hitting with Melee twice on top of doubling the amount of damage dealt in the process with Melee though it has 2 seconds delay between each charge consumption, this talent gets overall better value with Get Stuffed! which quadruples the charge amount gained against untalented Melee .

Parting Gift in comparison to its pre-reworked Tracer has always been bland and ineffective talent, not only it enforced people to use Recall as a finisher and actually miss, but sometimes its value would have been non existent that the damage from this talent wasn’t needed for the kill in the first place because the target was already dead also its super rare for the bombs that are thrown to hit multiple targets, these new additions do not really address it and as a result it’s still a bad talent that I do not recommend this in the slightest, also you can do the same thing but with One-Two Punch with overall higher value.

Tracer Rounds returns to pre reworked Tracer attack range, however the important bit of this talent is the area reveal, this allows her to be more aware of the surroundings of the hero she’s attacking which as a result if a hero goes into a bush filled with heroes she will be aware of them and as a result react accordingly like going away from being ganged or CCed.

As a reminder, this talent does not counter stealth heroes, all stealth heroes have ways to cleanse the reveal making it very ineffective against them while at the same time Nova and Zeratul take 3 seconds to get into stealth which is the same exact duration of them revealed from Tracer’s Rounds so it has ZERO VALUE, you should only pick this talent when you are playing on bush heavy maps or a lot of walls and tight corners, as known the heroes location is a valuable info.

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Level 4

Talents Description
Leeching Rounds Increase the Life Leech on your Basic Attacks against enemy Heroes by 5% for each Blink charge you currently have.
Pulse Generator Successfully sticking a Pulse Bomb to an enemy Hero heals Tracer for 25% of her maximum Health over 1.5 seconds and refunds a charge of Blink.
Is That a Health Pack?! Passive: Increases Regeneration Globe and Healing Fountain healing by 100%.

Collecting a Regeneration Globe reduces the cooldown of Healing Fountain by 10 seconds.

Leeching Rounds , pretty much doubles the healing value when attacking heroes though this value decreases depending on the amount of blinks you have, this talent unfortunately provides sub optimal healing that you would have benefited more from the other two.

Pulse Generator is an outstanding arsenal that provides a lot with her Pulse Bomb Barrage build which focuses on throwing out as many Pulse Bombs as possible in a fight.

Is That a Health Pack?! , easiest talent to get value out but at the same time it has it uses, past the rework this talent wasn’t changed much except with a nice fountain CDR of 10 seconds, this talent should be considered into the following:

  • Your healer lacks a lot of synergy with Tracer in keeping her in check.
  • You are facing a lot of poke in general, which this talent helps a lot in patching against it.

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Level 7

Talents Description
Sleight of Hand Reduces Reload time by 50%. This equals 20% more damage per second.
Focus Fire If an entire ammo magazine is unloaded on an enemy, the last bullet will

deal 94 (+4% per level) bonus damage. This is equal to 35% of the total magazine.

Locked and Loaded Reactivate Reload within the last 50% of its cast time to increase Tracer's Basic Attack damage by 40% for that magazine.

Sleight of Hand is a good option that while it improves the damage dealt, the charge rate of Pulse Bomb is increased, though this value is very little and rather it competes very heavily with a 40% damage increase, pick this if you don’t want to do 2 seconds button press for the next 4 hours.

Also just a quick note, it doesn’t increase damage dealt by 20%, its roughly 24%~ damage increase, they got it wrong :(.

Focus Fire is a multiplicative talent that causes the last bullet to deal a separate damage that equals 35% of the magazine damage, this talent actually out passes in damage dealt by Locked and Loaded only if Untouchable has 3 stacks and higher, however due its inconsistency and keeping up the boost, this would end up being completely ineffective in comparison to Locked and Loaded , besides Locked and Loaded happens through all the magazine, Focus Fire happens at the end, as a reminder, Ricochet has no synergy with this talent, stop picking the two.

Locked and Loaded improves your damage output by increasing the magazine’s damage by 40% with each successful reload in the last 50% reload time left, this talent is hands down her best choice in this tier when mastered to proc it every time and it heavily synergies with many talents like Ricochet and Chrono Trigger , in general this talent works the best simply because it synergies with her kit more than the other options in that tier, as a small note though this talent is Additive and as such it will not stack with Untouchable .

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Level 10

Talents Description
Sticky Bomb Increases Pulse Bomb's radius by 50% and enemies hit are Slowed by 70% for 3 seconds.
Quantum Spike Pulse Bomb deals an additional 6% of maximum Health as damage to Heroes.
Pulse Rounds Increases Pulse Bomb's range and charge rate from Basic Attacks against Heroes by 100%.

Sticky Bomb adds a 70% slow that lasts for 3 seconds while also increasing the area of effect of the bomb explosion which also causes anyone caught in the impact area to get slowed down, this talent can be useful as a follow up tool or in wombo-combo oriented team, this should picked if you are going to focus around Tracer being a utility focused hero that empowers other heroics.

Quantum Spike , did you know? That of EVERYONE else in this game, Quantum Spike was the only talent that dealt percentage damage to structures? …

Oh wait right. :frowning:

Quantum Spike was surprisingly changed, now it deals 6% damage to ALL heroes that are caught in the blast, instead of the primary target, this talent was rather buffed and nerfed at the same time, however with the constant decline of % damage in this talent this talent is getting less useful by the day (remember when it was 10%? how time flies), I sadly do not recommend this especially when she’s being enforced into this Pulse Bomb spamming playstyle.

Pulse Rounds is a main core point of her new playstyle that allows to constantly throw out as many Pulse Bombs as possible, upping the charge rate from 7.5% to 15% allows her to charge Pulse Bomb much faster and get more value out of Pulse Generator , keep in mind that the range increase is redundant and is not necessary in this build, the main component here is the charge rate.

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Level 13

Talents Description
Jumper Passive: When Blink has no charges remaining, its cooldown charges 125% faster.

Casting Blink grants Tracer a Shield equal to 6% of her maximum Health for 3 seconds. This Shield stacks up to 3 times.

Untouchable Passive: Blink's range is increased by 33%.

:exclamation: Quest: Takedowns increase Tracer’s Basic Attack damage by 5%, up to 30%. These bonuses are lost on death.

Telefrag Passive: Basic Attacks against enemy Heroes reduce the cooldown of Recall by 0.1875 seconds.

When Tracer arrives at ther Recall location, nearby enemies are knocked back and take 160 damage.

Jumper allows Tracer to recharge blinks less than 4 seconds as long she doesn’t have blinks, you might find it kinda similar to a certain removed talent … Anyways, the 6% gives her additional sustain during combat and works well against AA heroes, this talent is also a good alternative to Untouchable which helps her if she doesn’t have the brightest healer in an AA hypercarry role as it provides the missing additional sustain and kiting.

Untouchable enables better gap closing and disengages with Tracer, with this talent you will find it rather much easier to secure kills who got away on top of being rewarded with a basic attack damage increase which should be rewarding in the process, just don’t die, this talent is overall recommended.

Telefrag this talent only works if the enemy camps the Recall returning point which would make this talent a worth picking choice in that case, however Telefrag’s AoE knockback is rather quite small and as a result it’s very ineffective especially with what it’s competing on that tier, at its current state this is pretty much not recommended.

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Level 16

Talents Description
Bullet Spray Increases Melee's radius by 32%, and causes it to damage all enemies in range.
Heavy Handed Heroes hit by Melee have their Armor reduced by 15 for 4 seconds.
Ricochet Tracer's Basic Attacks have a 60% chance to hit another nearby enemy, prioritizing Heroes.

Bullet Spray allows Tracer to hit multiple targets, however she doesn’t get multiple charges for hitting multiple targets, e.g if she hits a minion wave she will only get 6% charge instead of 42% if she hit all 7 minions, also this talent has a weird interaction where if you hit a hero near a minion wave it will add charge based on the nearest enemy hit, so if there’s a minion in front a hero who’s also got hit, Tracer will receive 6% instead 12% because minion is the nearest target.

This talent as what I am hinting above provide waveclear but that’s about it, you may find it not having much uses in team fighting unless you hit multiple targets, Tracer is however designed to be a single target DPS hero so her wave clearing is not her shtick to begin with, you will rather pick Heavy Handed which does exactly what she needs for her single target focus build.

Also waveclear is addressed by drafting wave clear heroes in draft in the first place during un/ranked, if you don’t and you are picking this talent for the wave clear purpose then the game is (very likely) lost on draft and you are only hindering yourself from picking talents that heavily synergies with a lot of previous talents picked before this one specifically.

Heavy Handed reduces armor by 15 for 4 seconds, it looks like the way this talent was coded as to apply armor first before applying the damage, so in a nutshell, this talent makes Melee deal 15% more damage to enemy heroes permanently, armor reduction allows Tracer to overall increase her single target damage and make diving with other heroes more efficient in bursting down an enemy hero, if you time it right with One-Two Punch you can keep the armor reduction up to 12 seconds on a single target.

Ricochet multiplies all sustain and damage dealt by Tracer by 60% (average of course can be a slight offset since its RNG by nature), Ricochet is still outstanding talent that works well in her hypercarry role, especially with the addition of the sustain she gained in this rework.

The rule of thumb with Ricochet is still as it is, use it to attack the frontliners (tanks, bruisers, melee heroes) to poke down the backliners (ranged, healerS) which pressure them as a result, this talent also provides a nice additional waveclear and allows to poke down heroes from a further range by poking minions as they prioritize enemy heroes if it Ricochets to them.

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Level 20

Talents Description
Chrono Trigger Casting Blink causes Basic Attacks to not cost ammo for 1 second.
Get Stuffed! Increases Melee's Pulse Bomb charge against Heroes from 12% to 24%. Hitting an enemy with Melee who is stuck with a Pulse Bomb causes the bomb to instantly explode and knocks the target away.
Total Recall Recall heals Tracer equal to the amount of Health she lost during that time.
Composition B If you successfully stick a Pulse Bomb to an enemy Hero, you also drop

another one at their feet that deals 50% damage and explodes slightly earlier.

Chrono Trigger grants a surprisingly good boost of AA and sustain for using blinks, considering the fact that you take 37.5% of your time reloading every time, it grants a good DPS boost with a blink, this talent is super effective with Locked and Loaded , mildly effective with Focus Fire but has an anti synergy with Sleight of Hand due how that talent functions, which it wants to half your reload duration so you don’t get much value out of it.

Chrono Trigger should be considered if you are running a heavy auto attack build with Ricochet and Locked and Loaded as it maximizes her AA output, please though for real, don’t waste blinks all the time for it to proc else you might get yourself in a trouble, best thing you can do is simply Blink when you notice a dangerous skill shots or want to close the gap and use that blink as an advantage to output more DPS from your AA.

Get Stuffed! is a disgusting talent that provides Pulse Strike (old talent before the rework) with the ability to grant 24% charge per Melee hit on heroes, this talent with One-Two Punch allows you to half the charge required to recharge Pulse Bomb by 48%, on top of that meleeing someone with a Pulse Bomb instantly detonates the bomb and knocks them away, this knockback allows you to isolate and secure kills by knocking them back into your team while the instant detonations makes it much harder for heroes to counter it as a result.

Total Recall adds a heal on your Recall , this talent has been in a very interesting place, at one point it made it so it increases the cooldown by 8 seconds from 30 to 38, and now its on a 20 seconds cooldown that only heals the last 2 seconds, personally I think this talent still struggles to compete with the other talents like Get Stuffed! which has a lot of value that you can get out of, I sadly do not recommend this because it does not compete with the other two, but if you are tanking so much hits and feeling uncomfortable with Get Stuffed! (the superior talent, no questions asked) for no apparent reason, this talent is for you (but seriously though, insta bomb is like Piercing Sand there’s no point to not pick it).

Composition B is a terrible talent that does not provide an optimal damage increase as it deals 50% damage those literally standing on the bomb and 25% for those who are standing around which you will find very mediocre by itself, this damage also halves Quantum Spike to 3% and finally it’s rather super easy to get out of the earlier blast rendering it useless as a get go, however this talent might be more bearable with Sticky Bomb , it’s still a bad one in comparison to her other level 20 talents.

You can however make the claim that in a combo oriented focus makes it harder to dodge the early blast but as I specified the damage is pretty low and the target was probably already dead to get value out of it in comparison to other talents.

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General Tactics and Tips


Combo Order and Scenarios

Start End

This is the order for pretty much the majority of the early game, if not all the whole game itself. Though there’s few things to keep in mind, for example Blinks and Recall are dependent on different factors which are:

Blinks

How far is the target? Then Blink 1/2/3 times depending on length, of course don’t if they are out of range or too far.

Recall

Am I out of position past of committing the combo itself or I’m in danger? If yes, use it! Otherwise you can safely Blink out thanks to Pulse Generator if it was picked of course which gives back a charge when applying the bomb.

Get Stuffed! Equipped

There’s also a secondary combo but this focuses on isolating a target from its team and its rather risky but super rewarding, its doing the same exact combo above but you are prepared to use Blink to go behind the target while Recall to get out of position.

Goes as follows:

  1. Blink , behind the target.
  2. Apply Pulse Bomb
  3. Melee to knock them back into your team.
  4. Recall for safety.

This combo is actually far more effective when combining Sticky Bomb as 3 seconds of 70% slow is fatal and there’s very little to be done for the target.

A small keep in mind that Anduin can make this rather redundant in the process due his trait mechanic.

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Hold Fire (H Key)

https://cdn.discordapp.com/attachments/399424650762911747/713112657506467990/hold_fire.mp4

Hold fire used against Kharazim to deny Divine Palm from procing.

Hold fire is a really mandatory mechanic that would turn out to be a life saver.

Hold fire pretty much stops Tracer attacking anything entirely against heroes who take advantages from her fast attack speed, like Deflect, Divine Palm, Zarya’s shields and Medivh Protected ability (it heals based on damage dealt to the protected target). Unlike Reload which stops her for 0.75 seconds is not enough against those enemies whose abilities have high duration.

Hold fire also stops your movement but this is temporarily for a very tiny millisecond duration, but it’s worth the risk when it’s needed as it allows you to not waste resources like Blink to get out of range.

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Early Game and Siege Camps

There’s very little on the side when it comes to early game Tracer, aside of soaking XP and stuff, you have to rotate between lanes with a team (just like the other team should be doing obviously) to get kills that are overextending, additionally Tracer can solo siege camp by herself.

When doing siege camp… Do you have Pulse Bomb ? Use it immediately! Otherwise just do it, the point is, Pulse Bomb speeds the time needed to take a siege camp and once you are finished taking it you should have another one ready in the process.

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Late Game: The Somewhat Independent

Should have most of your power spikes by that point, your main objective is securing a take down and bursting a target, like literally what everyone should be doing, if the fight ends up in a 5 v 4 and such you pretty much try to force and end in the process.

Honestly though this advice works on any hero. :confused:

Anyways… You should be less reliant and have more free ground to play with in comparison to earlier, your sustain is also over the top and you can retrieve half or 3/4 of your health with multiple bombs, allowing you to constantly throw DPS out on top of being allowed to Burst someone when it’s necessary.

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Positioning

The best way to not get damaged is actually not standing on top of your teammates or in other words, standing on the side makes you avoid most the damage tanks/frontiers take otherwise, on top of that, they have to decide which to attack in the process, them? or you? Attack while moving allows you constantly positioning allowing you to dodge most of the damage, Blinks and Recall gives you access to overextending from your comfort zone, however you can always consider Blink when necessary, especially when it comes to dodging skillshots/AoE or closing the gap for a Pulse Bomb + Melee combo.

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Pulse Bomb, Sustain or as a Finisher?

Pulse Bomb has two usages, people are commonly more familiar with the finisher part but it’s also considered something you would use in the middle of the fight to apply small burst and grant sustain with Pulse Generator on top of a 1 charge of Blink , considering the amount of sustain you get from Tracer’s playstyle, this type of decision making is considerably important if you want too excel in doing constant sustain damage with a mixed burst in the middle of it, my advice is to simply to not hesitate to hold Pulse Bomb for that purpose unless it was open to be done so, as where this talent stands it acts as a mandatory source of sustain and mobility.

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Best Allies


Dive

What’s better than diving as Tracer? Diving WITH Tracer of course, any dive or follow up with Tracer makes her excel in getting the kill in general and allows an extra layer of burst against that target on top of Pulse Bomb, Rehgar and Greymane are great examples with massive synergy.

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Malfurion & Whitemane

Tracer actually has a lot of healers who aren’t the brightest pick due her flashy movement and play style, you don’t pick Ana or Brightwing for example to keep Tracer in check if she’s play main DPS role for example because those heroes by themselves cannot keep up with Tracer in provide the constant healing necessary

Malfurion

This tree hugging elf, still excels with providing the same synergy like before, all he has to do is apply his healing mark and you are off to go, Malfurion does not need to worry about you in general as long as he actually hit those Moonfires of his on the targets for constant healing.

Whitemane

Has a similar but her shtick is more burst healing which depends on Whitemane damage, there’s very little to say here but she’s rather a good synergy.

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Abathur

A rather interesting synergy but there’s few mistakes I see people making, in general picking Adrenal Overload a talent that does not provide the similar damage like the other heroes due how Reload functions, normally it’s far better to pick Needlespine which allows him to cover a larger area around Tracer while still make your Stabs to hit hard.

As a reminder, the effective damage dealt with Adrenal Overload is 14%, not 25%.

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Best Counters


AA heroes and AA in General

There’s a lot of heroes that goes into this list but I will go for the straight forward ones, Raynor has been a well rounded high pick in general and has a lot of ways to deal with Pulse Bomb, Valla early game and late game potential in Auto Attack DPS and somewhat on the side large AoE DPS and spell armor makes her efficient especially with Farflight Quiver , Zul’Jin hits like a truck when stacked and Headhunter gives him more range to pressure on Tracer, on top of talents like late game Tazdingo and its upgrade gives him the necessary sustain to recover from fatal damage while committing a lot of damage in the process.

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Sgt. Hammer

This tank especially when played as “Protected the Hammer” can apply pressure in a large area, disallowing Tracer to go in as long as she’s protected by her team in doing her job.

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Genji

An interesting encounter between the two, which really depends on both players skill level in general which requires prediction and timing and a lot of fast reflexes from both sides to predict certain abilities, Deflect for Pulse Bomb or using Deflect to burst down Tracer, my only tip for this is to simply use the Hold Fire tip I’ve mentioned above, not only Genji can get a lot out of your fast auto attack speed but it could be used as an advantage to make you end up damaging your team or yourself very badly.

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Brightwing

The ability to point and click Polymorph for 1.5 seconds and slow her by 30% if she ever get close puts her in a dangerous position for being stun locked or unable to continue her engage, forcing herself to retreat in majority of the cases.

She also has a level 13 talent that is a glorified Spell Armor talent on 9 seconds cooldown which gives a her a lot of nullify power on Tracer’s Pulse Bomb.

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Uther

Like Brightwing, has a point and click CC in the shape of 1 second stun, considering that some of Tracer’s playstyle is being in melee range to get the most out in charging her heroic ability Uther makes it really hard in the process as he has a lot of cases to not only stun her for 1 second, but doing multiple chain stuns that goes to 3.75 seconds past level 16.

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Li Li

Blind build nullifies a lot of her sustain and basic attacks, has a lot of pressure build up in general, on top of the ability to blind the same target for 3 seconds with slows thanks to Hintering Winds or 4.5 seconds with Gale Force which also makes Li Li deal a decent basic attack damage on Tracer and its quite noticeable too.

This adventurous panda is a force to reckon with.

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Varian

How do I explain this, such a weird character, Tracer played to her full potential causes the roles of countering here being shifted.

His ability to taunt and lock her in place for a very long puts her in danger for follow up from his team, Varian excels in being rather lethal and has been considered one prime counter for her, however he always need to close the gap with a charge before doing so (unless Tracer literally wants to be melee range for who knows why reason), because of that, during his charge you are more in control than Varian over you, so blinking back into your team will keep the charge going until he reaches you and bump into Tracer, causing him being in out of position and resulting in death because he’s in the middle of your team.

Point being, this counter is skill reliant, Varian destroys Tracer just like Tracer can destroy Varian, if Tracer fails to do so she’s in danger, if Varian does not charge, he’s not really countering her, if he does charge and Tracer put him out of position he’s also being countered.

And yes this is a risky play but if done correctly you would rather find Varian lackluster in the process.

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Valeera

Point and click silence lasts more duration than the amount of time Tracer can recall, a 2.5 silence vs 2 seconds Recall to be specific, the inability to not cast anything and Pulse Bomb renders her very useless in the process, additionally Tracer can’t do anything to put her out of stealth except Pulse Bomb even if it get stuck it won’t remove her out of stealth and Valeera has a 2 seconds window to engage during that too.

There’s very little to be done as long your team’s help out in countering Valeera in the process.

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Diablo

Point and click straight to a wall and follow up is fatal in general, he becomes rather stronger and worse to deal with on maps that have a lot of walls like Garden of Terror, Towers of Doom, Cursed Hollow, Sky Temple and Tomb of the Spider Queen. But just like some other counters they require team follow up, he can’t do this alone obviously but in general one stun is enough to pretty much break the whole plan she was trying to do like finishing off someone or engaging.

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Thank you for Reading!


If you have any questions or feedback please let me know down below! This is my take on the new rework for Tracer who’s weirdly enough plays almost the same but with new talents and builds. :thinking: :slight_smile:

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  • Horrid Voice.

Sorry you missed one.

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:rage:

Where would you place Imperius as a counter for Tracer?
I’ve found him to be my most successful by a fairly large margin. Specifically combining Consuming Flame (lvl 1) and Flash of Anger (lvl 7)

Has this worked against you at any point?

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That is if he catches her, though yes Flash of Anger hit like a truck when it happens, but I wouldn’t consider him a counter.

From my own experience he hasn’t felt as a threat because his stab spear aoe is far smaller in comparison to say ETC’s unless I sleep while fighting him.

Soon you will be master and your guide will become legal.

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And here I am trowing 3k away to become diamond

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So did Sami force you to become his training dummy now so he could make this excellent guide :smiley:

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I had a ton of fun the other night as Tyrael with a Tracer on my team. He is an almost perfect dive buddy for her, as he can get in and out more easily than most heroes, can give her a shield in clutch moments if the enemy team decides to turn on her, and the move speed boost from Smite can enhance her ability to zip around the enemy, allowing her to save her Blinks for more meaningful repositioning.

He isn’t seen all that often, but if the map and draft allows for a Tyrael pick, I highly recommend it.

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Besides picking “Fight or Flight” and activating E when you use a bomb, how else can he deal with it?

By existing :slight_smile:

Ok for real he has disgusting sustain talent on 16 from pressing Q on someone that heals quite a lot, there’s also another talent on that same tier that provide armor from hitting someone with his trait attack.

Another tracer thread. Start the drinking game already!

Arent you afraid with the balance patch comming up you need to rewrite a lot?

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Nah, I’m ok with it.

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Yes and no.
He was my training dummy too :fist_right:

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What a passionate guide. Kudos on that.
I’ll just add 2 minor points.

Sonya counters Tracer by how her trait works
every instance of damage Sonya takes generates 2 Fury

All of her lvl 16 talents are equally great (from win rate), including Bullet Spray. Waveclear is so important in this game. You’d never have enough, especially on a 3 lanes map. It helps with rotations since your main wave clearer can’t be everywhere at the same time or might even be dead. However, it does have a lower pick rate from experienced Tracer players comparing to newly ones (17% vs 25%). So, I can understand the argument of picking preferably single or double target talents.

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This is a Samy tracer thread. Respect the man and his job.

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Sami isn’t the man. He’s already Tracer.

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I see the point in usage of Bullet Spray but the main thing is that sort of weakness is nullified by picking waveclear in draft for Tracer.

In QM it make sense, I made it situational just in case of it, Heavy Handed provides some really interesting damage increase, something that is rather close to pre pulse bomb nerf too to some extent, and its synergy with other talents to apply this bonus for 12 seconds straight while affecting all damage talent makes overall a good choice to not ignore in the first place.

Additionally as I’ve said in pre rework, Ricochet does the job somewhat, and provide multiple bonuses at the same time that are effective to many different talents on different tiers (especially now with the sustain she gets from attacking).

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I cringed. You know it was a joke right? Please confirm you knew it was a joke

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You have inspired me
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you monster

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