Tracer Hero Breakdown

No one saw this thread coming. Anyways incoming knowledge dump with a lot of videos, so if it doesn’t load (especially for mobile users), sorry.


Introduction

Tracer is a range assassin who excels at kiting, diving and harassing backlines by taking many different approaches while making herself hard to kill due to her timed mobility.

What makes Tracer special at least when she was released, is that she can attack while moving which allows you to transform you into a hard counter against Melee heroes who lack abilities to reach you, the cost? She has 0.5 less range than ranged assassins, meaning if you are a ranged assassin, and she is spewing her pistol at you, then you can do the same and quite a lot more if you are a basic attack ranged assassin.

However because of her special abilities to do a lot of things at once, she has suboptimal DPS in the early game and will struggle A LOT until she starts hitting her power spikes, she can still kill duh, but most of her damage is very low, Pulse Bomb scales completely differently since by level 1 it deals less damage than some basic abilities and only starts contesting a huge amount of them by level 9-10.

Nonetheless, because of this gimmick of attack while moving exist, Tracer can literally body block the enemy to a point they will struggle in reaching where they are running away to which secures more kills. And Blinks turn abilities from dangerous threats to wasting mana and the ability itself. Especially if the said enemy used it directly on Tracer and ONLY her, no one else.


Allies and Enemies

Don’t pick her early in the draft, ever, easily hard countered by generalist picks that have point and click CC or Auto Attackers, normally the comp should be built before she is chosen to harass a certain hero on the other team.

She values healing that is drop and leave, so heroes like Malfurion, Whitemane, Anduin and even Morales to some extent or excellent choices in the comp as they provide good amount of health without putting a lot of effort, just click on her, she will be ok.

Like her being a diver and backline harasser, she’s good with heroes who can do the same and those who can create the initiative for her to follow the opposite is also true in this regard, overall Divers are like her best buddies who can go for a walk to harass the poor healer who was left alone to die, or the mage who literally cannot do a lot against her.

Counters

Alternative title: how 2 tank ur win rate in your guide /s

Sgt. Hammer

Outtrades and out ranges Tracer, very hard to dive due to her knockback and Pulse Bomb is useless against 50 armor, this is very Hammer favored without a team that at least can do something against her.

Jaina

Frost Armor Level 4 makes her very hard to deal with because everytime Tracer attacks all damage she takes from Jaina is buffed while also Tracer is 25% slower, this is also true with Water Elemental. It’s mostly the Frost Armor that counters Tracer more so if Jaina doesn’t get this talent she’s easy to harass.

Because of this talents like Deep Chill level 20 makes it even MORE difficult because you immediately get slowed down by 40%!

And of course her Ice Block a 40 seconds cooldown denies Pulse Bomb making it go to waste if Tracer attempts to dive her specifically into the backline.

Zuljin

Better range and can out trades Tracer with his AA that keeps scaling, Tazdingo makes him difficult to dive upon so make sure its not there to save him, try buying yourself enough time until it runs out to finish him off.

Varian, Valeera, Uther, Brightwing and Diablo

All counters you if you are very impatient with diving relentlessly but they are doable and can played around by playing the main build of AA. They certainly make Melee build difficult to execute though. You have to be more conservative with your positioning and just wait for that signal that allows you to engage such as cooldowns are going out.


Maps

Tracer can be picked on any map, but some she is generally weaker and others quite strong.

Maps like Towers of Doom are her best as she can rotate and flank people in areas that are away from building, and because of its time taking longer than some other maps, you will certainly reach late game to justify the pick because by this point she becomes extremely lethal.

Garden of Terror is also a similar case, the only exception your team need to be good at macro so if your team doesn’t utilize camp timing or even don’t do camps at all correctly she will struggle.

Braxis Holdout lanes are harder to flank as they tend to be shorter than some other maps, but also she literally sucks against the zerg wave, this is where waveclear is very important.


Abilities

:gun: Reload

Cooldown: 1 seconds

Tracer can Basic Attack while moving, and after attacking 10 times she needs to reload over 0.75 seconds. Tracer can manually reload early by activating Reload.

Basic Attacks heal Tracer for 10% of the damage dealt.

  • Reload is uninterruptable with exception of “Locked and Loaded” which can be denied with a silence/stun.
  • Automatically reload when mounting.
  • Reload is not reduced by attack speed modifiers.

Effectively you have 5 attacks pre second thanks to the 0.75 seconds, and because of the reload time Tracer is number #1 worst contester to attack speed, heck even Nano Boost is really good at her (melee go brrrr).

Common examples:

  • Abathur’s Adrenal Overload (+25% attack speed) doesn’t increase damage dealt by 25% but 14%. Pick Needlespine instead if you are going to hat her a lot as it will result in more damage.
  • Morales Stim Drone (+75% attack speed) effectively is a 41% damage increase, not 75%.

:zap: Blink

Cooldown: 9 seconds per charge

Dash toward an area. Stores up to 3 charges.

  • 0.125 cooldown per cast

The mosquito’s mobility, can be utilized in a lot of ways, from trying to get the finishing hit on a target then recall, to kite abilities and reposition to better spots.

This… is literally no brainer its just a Blink. lmao

Also put this on Quick Cast, I don’t care about the rest in her abilities this one in particular 100% quick cast, no quick cast = no fun

:fist: Melee

Cooldown: 8 seconds

Deal 220 damage to a nearby enemy, prioritizing Heroes. Gain 5% Pulse Bomb charge when using Melee against an enemy, and 10% against Heroes.

  • Always hits. Cannot target untargetable heroes.
  • Stops Tracer from attacking with her AA for a moment of 0.375.
  • Breaks the space and time continuum and all laws of physics, this is not a joke this ability is like “bugged” but also not “bugged” I STILL DON’T KNOW OK.

Melee is melee, you slap someone deals damage.

See this example:

https://cdn.discordapp.com/attachments/976887471902175252/1199261432148131860/2024-01-23_09-54-20.mp4

See completely NORMAL ability, Melee breaks all laws of the game despite being a straightforward ability itself, so you can technically without even thinkin about it, hit someone from Brazil despite them teleporting across the map, that case is also true if you melee then recall instantly to safety.

https://cdn.discordapp.com/attachments/976887471902175252/1199263595989573742/2024-01-23_10-04-16.mp4

Each time you hit someone you get 5%, 10% if a hero was hit.

:rewind: Recall

Cooldown: 20 seconds

After 1.25 seconds, Tracer returns to the position she was at 2 seconds prior to casting, refilling her ammo and removing all negative status effects from herself.

  • Can be casted while rooted.
  • Can be buffered. (See below)

A cleanse, and going back to safety? What else can you ask for? For a diver about going in and out to safety, it’s what really completes her to do her job.

One thing I should mention is that Recall can be buffered, meaning if you are about to get CC chained for that sweet sweet kill on you, holding E will allow you to squeeze out of it the moment you are no longer silenced/stunned. So hold that button and pray the enemy is going to cause a leak in the CC chain.

:boom: Pulse Bomb

Scale: +6% per level

Fire a short range bomb that can attach to an enemy if it hits them. The bomb explodes after 2 seconds, dealing 298 damage to them and 149 damage to other nearby enemies.

This Ability is slowly charged over time by dealing damage to enemies with Basic Attacks and Melee.

  • If it was thrown on the ground and someone was standing on top of it, they take the full damage.

Pulse Bomb deals so little damage that is quite similar to other mages basic ability but unlike others, this has the highest scale in the game, a 6% per level!

Assuming the latter is 4% scale (the default for pretty much the whole game)
By level 10 it deals 534 instead of 441.
By level 20 it deals 957 instead of 652.

To put this in a different words, Pulse Bomb doesn’t do a lot in the early game, but becomes a power house in the late game that would change the tide in dealing exceptional damage.

It’s extremely easy to charge this ability, all you had to do is farm minions, do camps and even just fighting in general would prepare this quickly but outside of this, it has no literal cooldown, so if Tracer is doing nothing, that charge meter is frozen which is very bad.

In early game you can focus the siege giant camp to throw your Pulse Bomb and if you did this camp alone, you will have another one ready to be used once the camp is taken.


Builds

:green_square: = Main Pick
:yellow_square: = Optional
:orange_square: = Ver Situational

Main Build

:blue_square: :one::green_square: Tracer Rounds
:blue_square: :four::green_square: Pulse Generator
:blue_square: :seven::green_square: Locked and Loaded | :yellow_square: Sleight of Hand
:blue_square: :ten::green_square: Pulse Rounds | :yellow_square: Any
:one: :three::green_square: Jumper
:one: :six::green_square: Ricochet
:two: :zero::green_square: Get Stuffed| :yellow_square: Total Recall

AA Build allows Tracer to keep attacking constantly from equal range of any ranged assassin while still keeping her distance in check, this build excels in many different cases, passively deploying damage that hurts not only the front, but the backline thanks to Ricochet. Overall the main Storm League build you should be going for most of the time.

Early Burst and Anti-Armor Build

:blue_square: :one::green_square: One-Two Punch
:blue_square: :four::green_square: Pulse Generator
:blue_square: :seven::green_square: Locked and Loaded | :yellow_square: Sleight of Hand
:blue_square: :ten::green_square: Pulse Rounds | :yellow_square: Any
:one: :three::green_square: Jumper
:one: :six::green_square: Heavy Handed
:two: :zero::green_square: Get Stuffed| :yellow_square: Total Recall

Allows to give you some early damage and PB charge through Melee. But also allows you to commit to some high burst in the late game thanks to the Armor Reduction that can be applied for a worth of 12 seconds for all damage received on that target!!

Dueling Build

:blue_square: :one::green_square: One-Two Punch
:blue_square: :four::green_square: Pulse Generator
:blue_square: :seven::green_square: Locked and Loaded | :yellow_square: Sleight of Hand
:blue_square: :ten::green_square: Sticky Bomb| :yellow_square: Any
:one: :three::green_square: Jumper
:one: :six::green_square: Heavy Handed | :yellow_square: Ricochet | :orange_square: Bullet Spray
:two: :zero::green_square: Total Recall | :yellow_square: Get Stuffed! | :orange_square: Composition B

QM Match Build.

Similar to the above but this enables for possible and potential different paths depending on who you are dueling, pick your arsenal right!

Extremely threatening if Tracer is playing as a roamer thanks to Sticky Bomb, you win very hard if you apply extreme pressure by going in.


Talents Breakdown

:green_square: = Highly recommended
:yellow_square: = Situational
:orange_square: = Very Situational
:red_square: = Not recommended

Level 1

:green_square: One-Two Punch (W) - Reduce the cooldown of Melee by 1 second and it gains an additional charge.

  • Cooldown per cast: 3 seconds

Gives you a lot of Melee damage and extra layer of DPS by enabling aggressive playstyle, go in, Melee, AA → 3 seconds later, melee again, a lot of damage applied in a short duration. Strong synergy with Heavy Handed. Allows you to charge Pulse Bomb faster!

:orange_square: Parting Gift (E) - Recall leaves behind 6 bombs that deal 240 damage each to different targets. Heroes hit with these bombs are Slowed by 50% for 0.75 seconds and grant 7% Pulse Bomb charge.

  • First Bomb appears based on where Tracer is look, then a bomb with 60 degree offset around that first bomb.
  • Bombs don’t hit an enemy that was already hit by another Bomb (so no Bombs stacking damage x2/x3 and so on).

Helps with short damage fights, I think this talent isn’t really good to justify its picking when Melee does it more directly without risking E missing or as a matter of fact wasting a 20 seconds cooldown for such DPS, really not worth.

My Suggestion? Preserve Recall for important situations! It’s a life saver when used in a defensive matter more than as a damage source.

:green_square: Tracer Rounds (Trait) - Increase Basic Attack range by 10%. Basic Attacks against Heroes reveal a small area around them for 3 seconds.

This talent is really good for a lot of reasons, first of all the reveal quirk looked upon as a counter to stealth, this is VERY false.

From all heroes the only thing does countering is against Samuro and Nova in breaking their illusion or Decoy respectively, but to reveal them out of stealth? Impossible, all passive out of combat Stealth features require a 3 seconds duration which equals Tracer Rounds duration, Nova, Samuro and Valeera have can cleanse revealing effects nullifying this feature through Nova’s Ghost Protocol, Samuro’s Mirror Image & Wind Walk and Valeera’s Vanish.

So why is this recommended? Because its a very strong for the range increase, bush dueling and able to finish squishes who passes the gate, the reveal effect also makes it so that you can see nearby heroes of that revealed target making it a very beneficial intel for your own team.

This talent also makes match ups like Varian the other way around, Varian counters your aggressive burst (which is what Melee does), not your passive sustain DPS.

Extreme synergy with Ricochet as the bounce also reveals targets.

Level 4

Please pretend this tier doesn’t exist, I’m sorry but really this is sad.

:red_square: Leeching Rounds (Trait) - Increase the healing from Basic Attacks by up to 200%, based on the amount of Health Tracer is missing.

Small health pool with an ability based on your current health will not save you from imminent danger, its extremely outshined by anything in this tier, heck Health Pack does more.

:green_square: Pulse Generator (R) - Successfully sticking a Pulse Bomb to an enemy Hero heals Tracer for 18% of her maximum Health over 1.5 seconds and refunds a charge of Blink.

Powerful choice every time because it gives a lot of play making potential for many different styles of play, you can get REALLY creative with this ability and use for mobility, burst as a finisher or sustained damage.

Overall, the extra blink makes it you can avoid or not risk using Recall since you can just blink back, if you have Pulse Rounds level 10 you can use the extra range to apply the bomb and then blink to melee to guarantee kills that would otherwise be impossible to get.

https://cdn.discordapp.com/attachments/1155796036116283462/1197156099414032394/2024-01-17_14-29-00.mp4

:orange_square: (:red_square::question:) Is That a Health Pack? - Collecting a Regeneration Globe instantly heals Tracer for 10% of her maximum Health and reduces the cooldown of Healing Fountain by 15 seconds.

Drinking from a Healing Fountain instantly heals for 20% of Tracer’s maximum Health.

November 16th Patch Notes

Out of combat healing, but the main reason to pick this was to abuse a bug that was uh bug fixed, I personally never liked the bug but that’s literally its viability in this tier for its own worth. I would argue the older version in which it increased 100% all healing sources from Regen Globe and Fountains is far better than the current functionality. But alas, this talent just doesn’t do anything impressive that is worth picking for in combat reasons.

I would say though, this could be a really good ARAM talent or in a no healer comp (though this one can still be doable with Pulse Generator).

Level 7

:yellow_square: Sleight of Hand - Reduces Reload time by 50%. This equals 20% more damage per second.

  • Damage increase is ~24% not 20%.
  • Effective attack speed goes from 5 → 6.4 per second

Recommended for beginners to try this one out, the cost is less damage, but more Pulse Bomb which translates to more synergy with her level 4 Pulse Generator.

:red_square: Focus Fire - If an entire ammo magazine is unloaded on an enemy, the last bullet will deal 80 bonus damage. This is equal to 35% of the total magazine.

  • Multiplicative damage
  • Triggers when the 10 bullets are hit in the row on the same enemy, not when the last bullet is depleted, allowing Chrono Trigger to effect this talent to trigger multiple times.

The only case scenario this talent out competes Locked and Loaded is when you consider Untouchable 13 when its fully stacked, will deal a little bit more damage than when combined with Locked and Loaded.

Overall, extremely conditional to make it valuable resulting in less usage with anti synergy with Ricochet and while deals more DPS as was said in the other paragraph, its not really practical. This talent hasn’t been viable since 2016. Avoid at all cost.

:green_square: 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.

  • Additive damage
  • Can be activated while mounted without dismounting.

Passive damage increase, the intimidating part is that you need to press a button every few seconds to keep the effect, I would highly recommend to open her in Custom Game (not Try Mode, Try Mode has no lag), simply learn the timing and this will be the most consistent damage increase on this tier.

Sleight of Hand damage increase only starts after the first reload, Locked and Loaded begins from the moment you fire (assuming you reloaded prior combat successfully).

The best talent in this tier.

But also this tier just kinda sucks, I wish we had more flexible choices instead of upgrade level 1 / 2 / 3 which is very disappointing.

Level 10

:green_square: All of them are powerful and viable in many different situations that varies from burst to anti-dive, to just more bombs to being spammed. For this section, Pulse Rounds will be recommended with the other two situational even though they are all good.

:yellow_square: Sticky Bomb (R) - Increases Pulse Bomb’s radius by 50% and enemies hit are Slowed by 70% for 3 seconds.

Hard to peel off 3 seconds of 70% slow in a large area of effect can deny deathball comps from diving and saving your backline to be more safer. This heroic also helps with combos and securing kills as the person who’s being stuck by it will find it extremely difficult to escape others or do anything for 3 seconds.

This is still dangerous even if you miss it, as it is a large AoE.

:yellow_square: Quantum Spike (R) - Pulse Bomb deals an additional 6% of maximum Health as damage to Heroes.

Useful when you need to burst down high health pool targets or need to squeeze through a lot of armor, rather uncommon choice but its worth noting that it still does a lot against heroes such as Garrosh, Deathwing and Cassia.

:green_square: Pulse Generator - Increases Pulse Bomb’s range and charge rate from Basic Attacks against Heroes by 100%.

Recommend pick to many situations, it makes Tracer easier to play but also helps in closing gaps against heroes they are a little far away by applying Pulse Bomb, use the Blink from Pulse Generator you recieved.

Overall, more Pulse Bomb = More Damage = More Healing = More Blinks. Just don’t miss it.

https://cdn.discordapp.com/attachments/976887471902175252/1199298778960765018/2024-01-23_12-23-12.mp4

Level 13

:red_square: Untouchable - Passive: After Blinking, gain 20% Movement Speed for 1.25 seconds. ❢ Quest: Takedowns increase Tracer’s Basic Attack damage by 5%, up to 25%. These bonuses are lost on death.

More kills = more damage, the risk is less sustain by compensating a 20% movement speed increase for a moment, but has less playmaking in comparison to more Blinks and Shield value that would allow you to win more duels.

This is a win-more talent, not worth as a choice over Jumper.

:green_square: Jumper - Passive: When Blink has no charges remaining, its cooldown charges 150% faster. Casting Blink grants Tracer a Shield equal to 6.5% of her maximum Health for 3 seconds. This Shield stacks up to 3 times.

First power spike for Tracer in level 13 which is usually considered a weak talent tier for a lot of heroes she gets a very strong talent choice.

You will likely to stay on low Blinks a lot of times, especially if you capitalize on them correctly, Blinking now gives shield which helps with sustain damage such as basic attacks and even helps with more kiting.

Blinks would recharge around 4 seconds instead of 9 resulting in winning damage trades better.

:red_square: Telefrag - Passive: Basic Attacks against enemy Heroes reduce the cooldown of Recall by 0.1875 seconds. When Tracer arrives at her Recall location she becomes Unkillable for 1 second and nearby enemies take 175 damage and are knocked back.

I think this talent was made to work in a full recall build, but being useless until level 20 is just… not really worth it honestly, this talent is just absolutely sucks in every way, especially the unkillable status effect which won’t do anything worth considering. Knockback and damage is very small to be worth it.

Worst talent in the entire game?

Level 16

:orange_square: Bullet Spray - Increases the radius of Melee by 30%, and causes it to damage all enemies in range.

  • Won’t generate multiple charges for each hit.
  • Charge amount from hitting target prioritizes heroes. (so +10%)

For split pushing with Tracer, ironically not a real build tbh, but you can basically become good at pushing lanes with Melee and if someone goes after you just use your stuff to run away.

Extremely niche, pick this unironically if you lack wave clear by level 16.

:yellow_square: Heavy Handed - Increases the radius of Melee by 30%, and causes it to damage all enemies in range.

Only pick this if you are going for full aggressive W build or you need the armor reduction. -15 armor over 4 seconds is a lot of time and damage increase from all sources, don’t underestimate it especially with One-Two Punch this can last 12 seconds worth of armor on a single target.

When combined with Get Stuffed, it will apply the armor reduction after the bomb is detonated, thus you won’t get benefits from it.

:green_square: Ricochet - Tracer’s Basic Attacks have a 60% chance to hit another nearby enemy, prioritizing Heroes.

Strong self-sustain and damage spread around multiple enemies, you can consider this as a range increase by attacking as an example the frontline which can then randomly jumps to the backline, resulting in weakening them and spreading the damage.

The only issue with this talent is that you will aggravate forts/keeps if it bounces to a hero while attacking those structures, so your pushing is very much not great if enemies are nearby.

The extra bounce doesn’t benefit for extra Pulse Bomb charges but it can target enemies in bushes, fog of war and things you aren’t looking.

Level 20

:red_square: Chrono Triggers - Casting Blink causes Basic Attacks to not consume ammo for 1 second.

Gets really out classed by the other choices in the same tier for its own value to be useful, your effective attack speed assuming you only blinked once/twice/thrice per reload goes from 5 to 6/6.5/6.8, reload hinders the DPS to justify this as a choice.

Overall an increase in sustain damage assuming your capitalize on the blink immediately to justify its usage, personally go Totall Recall. I never pick this IMO it doesn’t really do a lot.

:green_square: Get Stuffed! - Increases Melee’s Pulse Bomb charge against Heroes from 10% to 20%. Hitting an enemy with Melee who is stuck with a Pulse Bomb causes the bomb to instantly explode and knock the target away.

  • The knockback can still activate for a short duration even if Pulse Bomb blew up before applying your Melee attack.

The play making talent that nullifies your biggest weakness of Pulse Bomb, being a telegraphed attack, now your enemy has to predict when you are close that you are going to throw a bomb and make it explode immediately.

But the biggest gimmick in it is the play potential, you can defensively save people by pushing someone off of them to isolate enemies for easy kills to interrupting crucial heroics due to knockback.

:yellow_square: Total Recall - Recall heals Tracer equal to the amount of Health she lost during that time.

Very strong and can even surprise people when they least expect it, if you take a lot of damage and not be able to have some room to breath, this talent will help a lot, your mistakes are automatically deleted especially in duels if you take a lot of damage.

Personally a never go wrong to pick, but IMO Get Stuffed does way more especially if you have the right comp to compensate for Total Recall healing.

:orange_square: Composition B - Successfully sticking a Pulse Bomb to an enemy Hero also drops another one at their feet that deals 50% damage and explodes slightly earlier.

  • Inherits your level 10 choices.
  • Quantum Spike % damage is halved for the second bomb.

Very niche talent that only worth picking with Sticky Bomb because of the range increase and the lowered delay of 2nd Pulse Bomb blowing up earlier results in making it hard for none-mobile squishes to avoid the 2nd bomb. You can basically force fights with this one.


General Strategies

You Can Dive, But Not a Must

Tracer is a diver from the game she comes from, but the reality is if you execute this strategy in HotS relentlessly without a thought of your current situation you will end up being destroyed. Take a deep breath, analyze the situation squeeze your damage when the time is right, for example: Cooldowns are used on someone else, the backline is vulnerable as the frontline dives away.

Crossfire

slightly inspired by the same overwatch strategy
Also known as… flanking, you play away from your team from the sideway, this results in many different situations, but the reason this is done because if you stay behind your tank, you are more likely to get hit by poke, projectiles and other attacks unlike when you playing from the flank.

When you are flanking as Tracer and harassing their team from side, two choices occur:

  1. Enemy team tries to attack you, if so you can blink and dodge those attacks, causing them to get wasted.
  2. Enemy team attacks your team, if so you can capitalize on attack their backline if possible which then results in potential kills or further distractions.

Side Ganging

Is a strategy where you rotate to other lanes to gang potential heroes, mostly off laners who are vulnerable to dive which results in kills and more soak potential. This is also true for heroes who are weak to dive, she can help them by denying potential engages just from dismounting or providing vision in the early game as warning flags of incoming gangs.

Pulse Bomb Charge Management™

Because Tracer relies heavily on Pulse Bomb to do a lot of things, having it prepared every fight is crucial, so rotating for small fights and soaking can help with preparing the next bomb for the big fight which also results in you soaking for the team even if slightly, especially if you want to farm regen globes.

Part of the early game you can do is get siege giant camps or Hellions as they are easy to do and give you enough charge for two pulse bombs (so you can technically use one on them to make it quicker).

How 2 Stop Attacking (Hold Fire)

Alternative title: Press H on your keyboard.

Imagine this situation, you are facing a Genji self proclaimed hard counter (who popularized this?) because deflect can be used against your fast attack speed to kill yourself or your team by 20!

But… that’s not really case at all with this one simple trick! HOLD FIRE! By pressing H on your keyboard when you see deflect it will do absolutely NOTHING!

On a serious note, Hold Fire is extremely powerful because a lot of players struggle when it comes to how to stop attacking in such situation, by learning this button press, you can expect a massive difference against such match up turning from “hard counter” to skill match up of who’s really the better player! (IMO a very fun one too, just me things).

But do keep in mind that Hold Fire is effective on other heroes like Medivh, Zarya and Kharazim which feed from auto attacks.

https://cdn.discordapp.com/attachments/976887471902175252/1199335660239212574/2024-01-23_14-51-02.mp4

(yes i died, you win some, you lose some and you win more)

The problem is H is really far away to be pressed and I would recommend to swap it to S which what a lot of people do, for me I use Spacebar (which followed by rebinding camera center to Capslock).


Closure

Tracer can allow you to express your own skill in a different way entirely, on paper a very simple hero with very basic abilities but in reality a very hard to master hero that rewards you with that satisfaction for your effort in putting those hours into her. I’ve been playing her since I started playing HotS and I still find her satisfying despite all the changes and nerfs she has gotten into!

Truly de facto queen of “no more Overwatch heroes”.

Thank you for reading. Pew pew. :gun: :wave: :smile:

12 Likes

This was a good guide! How long did it take you to make?

2 Likes

If you could balance her talents and base kit, how would you do it?

Locked and Loaded is clearly what makes her strong, but she isn’t picked much in competitive compared to Valla, Sylv and Hanzo. How would you convince drafters to pick her more often during scrims?

I’d suggest to change “H” key to “S” and vice versa.
Pressing H feels like I’m reading a book that starts like From a land far, far away…
Quick cast should be mentioned as it’s trivial on her.

3 Likes

She is very versatile and can keep adjusting against the comp while the game is going but that requires a lot of learning over how to face each match up in comparison to Valla or Sylv. If you like to adjust into a lot of situations while still do a lot of possible plays such finishing squishes or engaging when the team commits, she’s the right hero to choose.

Again very comp dependent, but I like to pick her to harass Orphea or Chromie players (they are not happy) or against Bruisers that are weak to dive, heck even against Brightwing who tends to be a generalist because she cannot handle continuous sustain healing against her AA build.

Her level 4, 7 and 13 could use adjustments that either rework some talents to do better or increased.

I would like to see 4 fleshen out with better numbers that would justify picking them instead of Pulse Generator.

Also hear me out, Pulse Generator: 18% → 20%, heal duration 1.5 → 2

For 7, the whole upgrade concept results in one sided talent and has been like this for a very long time.

13 focuses on defensive mechanics more and I would love to see this with None-Jumper talents, in case of Telefrag, should be replaced instead recall CDR but on recall you get 1 blink charge instead of Unkillable and inconsistent damage condition.

20 Chrono Trigger should an active instead that lasts for a larger duration but the talent is like 60 seconds idk lmao.

OMG I FORGOR :skull:

5 Likes

12 hours of writing and getting my points sorted

5 Likes

Way to go Sami, you have now cemented my newfound love of the hero.

This is a wonderfully detailed guide, I’ll probably be back with questions after testing out what I’ve read here in game.

I actually have the Holy Grail of Tracer knowledge. This is 110% true information and is NOT misinformation that I’m spreading to make my games easier. This knowledge was bestowed upon me by John Nexus himself in a vision that came to me in a dream.

If you see Probius, do not jump him. It is unwritten anywhere in the game but he actually has a super secret passive ability where any time a gap closer is used to chase Probius he will explode and deal damage 9999 to all heroes close to him dont dive the probe i am not biased and YOU CANT PROVE THAT I AM

otherwise though yeah. Pretty sweet guide.

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This is very true, I agree of this strategy, make sure that Probius to also do his vroom vroom when you are reloading, this will make it very easy for him to die!!!

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It is also strong into the Varians who are intelligent enough to take Overpower at level 1. As soon as you see Parry go up, stop hitting him!

Varian and Tracer have this weird counter/counter-counter relationship, similar to Anub’arak and Li-Ming. If you are playing Varian into Tracer, do take Overpower at level 1, and remember this helpful rhyme:

Count to 3,
Then press E.

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I consider Gul Dan to be a Tracer counter as well. (She has a lot of counters)

W build is kryptonite. He heals for more than you damage him, and when he has the slow with the extra range he’s a danger to you all the time.

W build only pressures her to move out of the way, but outside of this, Recall shuts it down and he’s vulnerable for committing on her as the tank can just capitalize on her being the target to directly engage on Gul’dan. It can go from 180 to 360 so quickly with Gul’dan.

Alas, you can’t control what your tank does. In theory, your tank could also target Varian or Valeera when they target you, as they will both stop moving, but they are still considered counters.

Forcing the recall and trading a 9 seconds (or less) cooldown ability for a 20 second one is a good deal for Gul Dan’s team. It’s also peel when Tracer targets anyone else but Gul Dan.

Realisticly, you can’t have recall available as often as Drain Life. And the extra range makes it rather safe for him.

All of this boils to:

Which is more or less a QM situation, IDK, I would never call Gul’dan a bully because he’s a sitting duck asking to be bullied, life drain too early and he’s wasting benefits from combat, do it during Tracer diving and she has to force recall but struggle the usage of it when he needs it the most.

It’s a short CD ability, so I think it’s fair to use more or less liberally. If you recall as soon as he hits you with it, then he was rooted for less than half a second, and you both reset. So for him ,either he gets the advantage, or it’s a positive cooldown trade.

I think recall is a much more valuable coldown than DL, so Gul Dan is technically always advantaged. He still gets value if he uses it at full health since it’s a long range point and click slow. He could be slightly less advantaged in QM without a healer though. But overall I think he always comes out on top.

I’ve faced Gul’dan in QM and SL, idk where you getting this type of experience, I play super aggressive so it tends to be not that threatening as you are making it out tbh.

I could tell you that I faced Gul Dan in QM and SL and that I have the opposite experience (Which I do), But personal experience/opinion is irrelevant. It’s not exactly a metric of how good a hero is vs another.

However, at Plat and up, (Hero lvl 15 and up) Tracer shows a win rate of 42% against Gul Dan

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If you include all ranks, she still deosn’t win half their games.

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If you include all hero levels instead of 15&up, it’s higher but still doesn’t reach 50%.

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And the fact that higher level players win less in the same matchup when both players know what they’re doing, confirms that Gul Dan is a problem for Tracer. The worse players will win more on Tracer because the Gul Dan may go Full Q buils and leave them alone.

No matter how you play, your cooldown will always be 10 seconds longer than Gul Dan’s. I am not making out anything to be anything. It’s just logic, and the data confirms my assessment.

If you win more than you lose against Gul Dan, then you’re in the positive end of the average. Good for you. Keep doing what you’re doing.

Mine says otherwise:


Dunno, never found him a huge threat and those games I remember him picking life drain builds against me.

Um, this shows a win rate of 70% for Gul Dan. The “Win rate against hero” tab is how much Gul dan wins against your selected hero. (Tracer).

Though it’s higher than when I look on Tracer’s side.

But like I said, if you’re winning against him, keep doing what you’re doing.

I would just call it a draw if anything. Tracer’s Recall basically cancels Gul’dan’s W and Gul’dan’s W forces Tracer to use E or just eat the damage. I think he only really gets the advantage if they’re laning against each other but I don’t think Tracer even should. Like Sami already somewhat mentioned in his guide, taking her in SL kind of requires planning and if your best match up for Gul’dan in lane is Tracer then that’s where you screwed up.

That being said, Gul’dan’s W leaves him rooted for the duration so even if he gets mega healed because he picks W talents he’s still susceptible to CC. If he’s cast his W on Tracer she has a way to escape it and after 20 she can heal for whatever Gul’dan damaged her for. At the very least he has W back before her E but if she took Telefrag at 13 at her CD is reduced if she AA’s. That talent however looks like its poop according to the guide so while it might be worth mentioning, its probably not a talent people should take anyway.

One thing I think Tracer does a lot better is baiting. She can tease Gul’dan into using his W and then recall so that he doesn’t have it when he needs it. He gets no W reset unless he kills her and if she casts it fast enough he won’t get much CD reduction. In those 10 seconds he is now vulnerable whereas Tracer still has blinks to allow her to escape. With no one else around, Gul’dan might be annoying to deal with as Tracer because you have to basically blow your 20 second CD ability earlier than desired but I still think at most it ends in a draw if Tracer doesn’t win. Tracer is still a danger to Gul’dan in my opinion. Gul’dan has one basic ability that counters Tracer but her E counters his counter so once you factor that in he’s pretty helpless against Tracer unless he uses his Fear (heroic ability) or disappears (draw/Tracer win).

I think you don’t know what match up is or how it works, I would highly advice you to reread “against hero shows said win rate” of Tracer vs that hero.

I have 33% win rate against vikings.

Same page.

So yes, I have a 70% win rate against Gul’dan, not the other way around.