My "full" Tracer guide (statistics, general information, strategies, and synergies) (will need assistance from other Tracer players)

Tracer

Health Pool - 150 (150 health)

Role - Offense (Assassin/Flanker)

Pros - High Mobility, Good Burst, Ability to Undo Mistakes, Small Hitbox

Cons - Low Health Pool, Close Range, Difficulty to Master, Ability Reliant

Pulse Pistols
  • Damage
    • Has a Damage Per Round (DPR) of 1.5, a DAM. of 3, and a DPS of 60 at 30 meters/98.45 feet - A DPR of 2.4, a DAM. of 4.8, and a DPS of 96 at 26.2 meters/85.95 feet - A DPR of 3.3, a DAM. of 6.6, and a DPS of 132 at 22.4 meters/73.49 feet - A DPR of 4.2, a DAM. of 8.4, and a DPS of 186 at 18.6 meters/61.02 feet - A DPR of 5.1, a DAM. of 10.2, and a DPS of 204 at 14.8 meters/48.55 feet - A DPR of 6, A DAM. of 12, and a DPS of 240 at 11 meters/36.08 feet
  • General Information
    • Has a rate of fire of 20 rounds per second
    • Uses 2 rounds per Action (Mouse click/Trigger Pull)
    • Has a magazine of 40 rounds
    • Can Headshot for double damage
    • Has a reload time of 1.25 seconds
Abilties
  • Blink
    • Has a maximum range per use of 7.5 meters/24.6 feet, with a total distance traveled of 22.5 meters/73.8 feet when all charges are used in quick succession
    • Has 3 charges
    • Recharges at a rate of 1 charge every 3 seconds, maxing out at 3 total charges
    • Is considered in-game as a burst of movement, like swift-strike, meaning it is still able to trip traps, like Steel Trap and Widow Mine
    • Does not cleanse the player
  • Recall
    • Heals to the value the Health Pool was at 3 seconds prior, unless the value is less than what the Health Pool is at currently
    • Has a cooldown of 12 seconds
    • Instantly Reloads Pulse Pistols
    • If used on a mobile platform, the player will recall onto the current position of the platform instead of in the middle of the air
    • Makes the player immune to all damage for the duration
    • Sends the player back 3 seconds, over a duration of 1.25 seconds
    • Cleanses the player of Debuffs
Ultimate Ability
  • Pulse Bomb (Arcing Projectile/AOE)
    • Has a damage value of 400 with 5 impact damage
    • Its AOE is 3 meters/9.84 feet
    • Takes 1 second after landing or sticking to an enemy to detonate
General Strategies
  • Pulse Pistols
    • Best to aim at upper chest or neck area because of the spread
    • Does require tracking, especially at cqc
    • You can abuse your 11 meters range against heroes who excels at cqc like Reaper, Symmetra, etc.
  • Blink
    • Can be use to jump to unreachable platforms
    • Can be use to dodge abilities
    • Can be use to disoriented enemy during 1v1 (Try to be unpredictable), especially during your reloads
    • Can shoot while blinking when chasing enemies
    • Try to fight 7.5 meters so you can melee blink, might have to 180 if closer
    • Only blink if it’s necessary, especially during teamfights. If the enemy team aren’t looking at you, then you don’t have to blink.
    • Rule of thumb - Always have 2 (preferably 3) blinks before engaging.
  • Recall
    • Try to use it as a last resort, dodge lethal abilities, or get out dangerous situations that would get you killed.
    • Play very aggressive whenever you have it
    • Play defensive when it’s on cooldown
    • You can use recall to cancel the animation from melee or pulse bomb
  • Pulse Bomb
    • Try to use it on dps or healer as often as possible unless you’re playing a tank killer role
    • Be mindful of the throwing animation which takes 0.5 seconds so it can interrupted by cc or death.
    • Don’t stick it on sleep targets that can negate pulse bomb damage from their abilities such as Zarya’s bubble, Tracer’s recall, reaper’s wraith form, etc.
    • You can throw it straight on the ground for faster detonation and bigger blast radius instead of sticking.
    • If you have a Zarya on your team, save for the graviton bomb combo. It is best to throw on the ground where the black hole is.
  • General
    • Always flank (crouching really helps to be sneaky as possible). Use your mobility to do so. Standing at the choke point is basically asking for a death.
    • Be autonomous - focus on pressuring the enemy backline
    • Focus dps threat or healer during team fights.
    • Use health packs to substitute your recall (Knowing health pack location is very important).
Synergies
  • Offense
  • Defense
  • Tank
  • Support
3 Likes

I would say she is more of an Assassin, because of her high close ranged damage and her ability to chase people down

Way ahead of you, buddy.

1 Like

It’ll be cool to see what gets put in here. One important thing people always forget to mention is how important your accuracy is as tracer; if you don’t have it, you’ll struggle and won’t perform your job nearly as well.

1 Like

Also one pro I recommend is small hitbox, for she has the smallest one for do
And one con is her being ability reliant

There Damage for Pulse pistols is done

You could say her reload time is a con because pulse pistol takes 1 second to empty the clip. 1.25 sec reload is pretty long due to her nature of reloading frequently. Which is why accuracy is important on her, otherwise you’re taking too long to kill.

actually the pulse pistol takes 2 seconds to empty

Thanks! I’m still working on the pro strats.

I am sorry it took forever, I have been in a funk all week

Filled out the rest of the sections with information

General Strategies(add tips too)

  • Pulse Pistols
    • Best to aim at upper chest or neck area because of the spread
    • Does require tracking, especially at cqc
    • You can abuse your 11 meters range against heroes who excels at cqc like Reaper, Symmetra, etc.
  • Blink
    • Can be use to jump to unreachable platforms
    • Can be use to dodge abilities
    • Can be use to disoriented enemy during 1v1 (Try to be unpredictable), especially during your reloads
    • Can shoot while blinking when chasing enemies
    • Try to fight 7.5 meters so you can melee blink, might have to 180 if closer
    • Only blink if it’s necessary, especially during teamfights. If the enemy team aren’t looking at you, then you don’t have to blink.
    • Rule of thumb - Always have 2 (preferably 3) blinks before engaging.
  • Recall
    • Try to use it as a last resort, dodge lethal abilities, or get out dangerous situations that would get you killed.
    • Play very aggressive whenever you have it
    • Play defensive when it’s on cooldown
    • You can use recall to cancel the animation from melee or pulse bomb
  • Pulse Bomb
    • Try to use it on dps or healer as often as possible unless you’re playing a tank killer role
    • Be mindful of the throwing animation which takes 0.5 seconds so it can interrupted by cc or death.
    • Don’t stick it on sleep targets that can negate pulse bomb damage from their abilities such as Zarya’s bubble, Tracer’s recall, reaper’s wraith form, etc.
    • You can throw it straight on the ground for faster detonation and bigger blast radius instead of sticking.
    • If you have a Zarya on your team, save for the graviton bomb combo. It is best to throw on the ground where the black hole is.
  • General
    • Always flank (crouching really helps to be sneaky as possible). Use your mobility to do so. Standing at the choke point is basically asking for a death.
    • Be autonomous - focus on pressuring the enemy backline
    • Focus dps threat or healer during team fights.
    • Use health packs to substitute your recall (Knowing health pack location is very important).

Sorry I didn’t want to edit the post because I’m afraid that I will ruin it. Feel free to add more that I’ve missed.

dont worry, I am adding them for ya

and if another tracer main has more strategies or maybe they see that a strat is flawed in their mind, they can leave a note saying what they would do in the form of a post