Junkrat has been junked

Have not had a chance to play him yet, but on paper it looks like good long term changes to junkrat.

I’ll miss the extra long range grenades, but even if he is a weakened the reworked kit should make it easier to balance and keep him balanced, while also having some real talent diversity.

But, after I’ve got 10-15 games on the new junkrat, my opinion may change.

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If you are picking tri-shot, you are already playing Junkrat wrong.

Junkrat’s main build was only buffed - Constant Q spam.

He also now gets more usage out of his traps and mines.

Finally, his AA is actually worth using outside of lanes or finishing targets, since it no longer puts him in extreme danger with that extra range talent.

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This seems the most succesfull rework to me ever. This rework actually makes me wanna download the game and play with him.
I believe you are simply bored, and you made even alts too, to complain about something. If i have right, then you are such a weirdo. Please don’t do this.

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so you are responding to a post about a game you don’t play? talk about being bored .

Yes i’m so much bored. :smiley:
I’m afraid begin anything serious at the moment. I have to wait until a lot of real life stuff happens at the moment. Until then, i can’t do anything . I have to wait and i’m really-really bored. I’m so bored that i even make memes. They are not so good…

You can still see your original ult timer (Rocket Ride) under your hero’s image at the top of the screen where you can also see your allies’ heroic cooldowns. I’m not sure if it works the other way around.

Until they add better cooldown indicator, this helps greatly.

Junkrat is a terrible designed character that deals damage from half the map away. They could also remove him and it would be veryyy ok.

they literally took away his ability to do damage from “half the map away” with this rework?

If that was your issue with him, they fixed that problem…

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They fu… this hero. I liked him before…

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He’s so much better now. He only had one build before with taste for explosions and q spamming. His talents were so weak. Now trap talents are actually worth taking and overall talent diversity is better. I’m excited for his trait talent too letting him release bombs when he’s CC’d or dmged.

Very good rework imo

I’ll miss put some english on it sure, but he still has more range than old Chromie.

His tree looks really well designed. It seems like the opposite of Whitemane, where they released a overpowered hero on PTR and yet the Whitemane players HATED it. Here it seems like you’ve got a hero that’s going to need some number buffs, but has a really solid core design.

Trap builds a ton of fun and no longer reliant on what was basically a rng quest of throw it in a bush and prey. And they’re trying to give a few options for grenade/aa with talents that reward juggling with bombs away and talents that just reward unloading fast to get yourself a movespeed and aa buff. Solid utility tier at 7. And…I don’t think burst fires gonna be a thing, but there’s even a talent synergy for it with extra wound timers.

I guess some concerns might be tricky shuffle being the only level 1 with survivability. The mine talent at 4 leaves it at a still kinda long 8 seconds if you hit and nothing if you miss. Probably doesn’t sew as much chaos as it needs to compete with the big damage quest and the lynchpin of the trap build. Rocket ride is still really bad. 13 could use one more damage option if you aren’t into the aa juggle(but ripper air is always there as a alternative in case you feel like not dying ever).

But, nonetheless, a lot better tree than he had. If his winrate drops to 40% you just up his damage and he’s good again.

I see that this statement is supposed to reflect the idea that the Junk rework is the opposite of the WM rework in multiple ways, but this part isn’t right. His damage is fine I promise.

Idk if it’s gonna compete with Q yet but the intent behind the W CDR is that you get more picks with it, not necessarily just as disruption. It has some specific utilities. But Q is probably gonna still be standard

EDIT: wow I didn’t notice the level 1 and 4 were different talents mb. So this talent is for yeah, whatever you want to use it for. Q quest all the way baby

I’m worried that most ppl will still just take taste for explosions as its such a strong talent. Some ppl who are good with his W will really make use of the cdr talent but most will just go for the q as its easy dmg

Enter: the oblivious blizzard white knight

Wut?
He didn’t appear to need changes, and you can dislike the changes given, but they BUFFED Rocket Ride by increasing the speed you can aim the attack and making it hit harder (even though it already hit quite hard) and I THINK Dirty Trickster’s 20% explosion radius increase affects Rocket Ride’s bombs, but it’s difficult to tell.
Not to mention there is an upgrade to Rocket Ride. Sure it just gives you Rip Tire, but now you have two heroics.
So please clarify.

Back to the forum and cry about the game that I hate. Because I am a gamer boy that had a grey game boy with pokemon vesion blue because it was prettier than red. I love water. I love squirtle guns. I shower myself in water and I drink water like a monkey. I am afraid of showering in flames and I can’t eat fire like a snake. I am son of Adam and my Grandfather is my God. I do not like Eve daughter of the Snake and I am so afraid of their Grandmother because she is my Death.

I will burn in flames.

Enters: the obvious troll.

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One or both of us misunderstands each other… or we are adding to one another to make it clear what we are trying to convey.

Puckish Scamp at 20 gives one Rocket Ride and Rip Tire. Only Rocket Ride shows for the CD timer under your portrait at the top. My argument is that unless one always does rip tire and then rocket ride, your team will not know when your rip tire is off cd.

For instancde, lets say one rocket ride’s then waits 45 seconds then rip tires… around 20 seconds later bad teammates start a fight as rocket ride will be off cd in 10 seconds… there is no way but voice chat or typing to notify them that rip tire wont be up until 55 seconds after that. It is visually unclear to the team and requires people memorize timers for their own team’s ults… which was the whole intent of putting the timers at the top of the screen and being able to alt click timers…

The way I played him was Extra Wound Timers, Taste for Explosions, Tricky Shuffles (or whatever the 7 that gave movement speed that was moved to 1 was called), Rocket Ride, Ripper Air, Tri Shot, Infinite Rocket RIdes

I liked to call this the Mayhem build…

You would satchel, never mount unless on Rocket Ride’s Rocket already… self cast satchel around the map consistently faster than anyone (flystad fly cd probably could give it a run for its money), tri shot any and all camps or waves… I would single man clear 2 waves if not 3 on large maps like Warhead Jun(k)ction, satchel into the danger zone (of battle) tri shot, satchel out, rocket ride, repeat.

If core was exposed… I would Ride my Rocket to core (even if it means burning a Rocket Ride), tri shot it and lay a satchel on core, Rocket Ride onto core, Ride my rocket to core… blow the satchel once the shield starts generating… repeat. It would end games or force the enemy to defend.

Only teams that felt the need to go full throttle in fights when Junkrat is en route to return from rocket rides would lose… or teams that insisted (or got caught due to poor position) on fighting off-base/towers 4v5 as Junkrat cleaned up the rest of the map.

In summary, if you were exceptional with Junkrat, use quick cast, and use self cast… it was the specialist build for Junkrat… akin to Az’s minion ult wrecking base stupid fast seemingly every other moment as an annoyance mid-late game… with a burst/stacked q. The only difference is Junkrat could push base slower, but clear all lanes with the speed of a Zagara with Nydus.

Rocket Ride tri shot Junkrat was an assassin as well, who emobdied the mayhem of Junkrat…

In summary, they nerfed Specalist Junkrat and Buffed “tank” (cc) Junkrat whilst potentially buffing burst/assassin Junkrat on maps that have a lot of blind spots, like Cursed Hollow. Arguably Q build is the way to go more than ever now due to the new level 13 talent… unless the enemy is dumb and facechecks bushes… otherwise it would be better to take a Stiches to accomplish what satchel does, or Brightwing to accomplish the power of the silences and arguably can do as much damage whilst healing and getting camps if you can skillshot… I viewed Junkrat in-between a burst hero (stealth hero’s generally) and a specalist.

I will agree that all of the rework besides the changes to rocket ride are prudent for reasons I have already given (mainly the visual clarity issue (whilst fueled by the destruction of my tactics)…
However I do dislike the movement of the movement speed utility talent from 7 to 1… as those grenades were good positioning deterrents when they had an extra 2 seconds. plus they moved a utility talent from a tier that is arguably added nothing but utility.

Burst fire never should have been a thing. It was a thing for the worst of the worst Junkrat players. Thankfully at 13 they now have a talent that trains people how to properly play Junkrat (alternate auto attacking and using Q as the cd’s between the two synergize). The only reason ever to spam Q’s was to create choas or a quick poke from afar… generally it is still better to fire one round… wait until the cd is nearly done… and then unload 7 shots.

Additionally, if you are a great Junkrat you don’t ride out the gate, you double satchel out of it whilst loosing 1 round to have 7 rounds teamfight start whilst beating most heroes to the fight.

If it wasn’t observed then that is unfortunate for you.

I played some games with GM’s in ranked, mainly because I tend not to play ranked until the end of the season and merely place. Did just fine with Rocket Ride and even got people on banning sprees in games that regularly had GrandMaster players when I played. It is a utility build designed to control the map and create chaos… if you’re good at skillshotting you can predict where to land rocket ride… even if you don’t “hit” the target at 20 you may force a talent like stasis, that has a far higher cd than rocket ride.

GM’s knew not to 4v5 in such situations (unless they knew they had the advantage due to the chaos) as Junkrat could bait out talents to gain favor for his team whilst still having all talents at the ready on his team… GM’s made the build work the best as they know how to play.

I tried it on a Custom Sandbox map and it seemed like it may do so (the random dropping of the grenades doesn’t help)… all other variable constant. Would be interesting if someone took sample size on this… but if we take the description on faith… Total Mayhem does Affect Rocket Ride’s bomb radius.