Welcome to our Talents page for Junkrat. Here, we give you an overview of how strong each of Junkrat's talents is. Then, we present several viable builds, before analyzing each talent row separately, so that you can make informed decisions.
1. Junkrat's Talent Build
|1||✔ ✘ ✔|
|4||✔ ✔ ✔|
|7||✔ ✔ ✘|
|13||✔ ✔ ✔|
|16||✘ ✔ ✔|
|20||? ✔ ✔ ✔|
2. Junkrat's Talent Build Cheatsheet
Concussion Mine BuildTalent calculator »
The Concussion Mine build is great for setting up "big plays" with both strong engage and disengage. Once beefed up with Bogged Down and the Bonzer Hits quest completed, Concussion Mine can easily separate a clumped up enemy team. This will often leave an isolated enemy Hero defenseless against Junkrat and his team's immediate and swift focus-fire. The bonus range and slow effect provided to Concussion Mine can also be used to save Junkrat or his allies from an enemy Hero attempting to dive them. The cooldown reduction provided by BOOM POW at Level 20 will allow Junkrat to unleash on onslaught of Concussion Mines; assuming he is able to connect them with his desired target(s)!
Frag Launcher BuildTalent calculator »
The Frag Launcher build emphasizes Junkrat's ability to deal large amounts of damage from a distance. Put Some English On It helps Junkrat connect his grenades with valuable targets deep within the backline and scout for potentially hidden enemy Heroes. Taste For Explosions scales the damage of Junkrat's Frag Launcher and makes him more powerful when heading into the late game. Endless Nades enables Junkrat to deal more reliable sustained damage during critical standoffs or trades and will help accrue stacks of Taste for Explosions more quickly. Both Tricky Shuffles and Ripper Air provide Junkrat with a much welcome kiting tool and means of self-peel when being dove by the enemy team.
Steel Trap BuildTalent calculator »
The Steel Trap build hones in on the utility and zoning potential of Junkrat's Steel Traps. Gotta Trap 'Em All! is a key player in this build, as it will triple the number of traps that Junkrat will be able to have active at one time. Big As combined with Chattering Teeth vastly improves the value of Steel Trap and can be used to "wall" off sections of the Battleground an enemy Hero may be trying to access. Once an enemy is trapped, Junkrat can unleash Spread Volley bolstered with Bouncy Bouncy to deal a massive amount of burst damage to his victim(s).
3. Level 1 Talents for Junkrat
Increase Frag Launcher's travel distance by 50%, but does not increase its speed.
Frag Launcher grenades last an additional 2 seconds before automatically detonating.
Upon colliding with terrain for the first time, Frag Launcher grenades deal 20% more damage.
Put Some English On It increases the range a grenade will travel after being shot by Frag Launcher. The increased ranged is incredibly useful in a multitude of scenarios. The amplified travel distance allows Junkrat to play even more safely and position himself deeper within the backline without fear of being picked off by the enemy crowd-control and focus-fire. Put Some English On It also makes Frag Launcher an even more powerful scouting tool, being able to launch vision-granting grenades into potentially dangerous enemy territory. Junkrat will be able to more tactfully place grenades in locations where enemy Heroes may be lying in wait or taking important objectives such as a Mercenary camp or a Boss.
Extra-Wound Timers unfortunately feels quite underwhelming when compared to the impact of both Put Some English On It and Bouncy Bouncy. Although grenades lasting longer is not inherently a bad thing, it is very difficult for Junkrat to place grenades in a precise desired location. It is understood that Extra-Wound Timers could be seen as a zoning tool, and that the delayed grenades could act as a deterrent for an enemy Hero to travel through a specific location. Unfortunately the utility provided by the Talent does not seem to justify its selection over the other Level 1 alternatives.
The increase in damage provided by Bouncy Bouncy is definitely noticeable and can be a very powerful Talent when effectively utilized by skilled Junkrat players. Frag Launcher's grenades are very difficult to land successfully when attempting to bounce them off of a piece of terrain into a moving target. This is why Bouncy Bouncy works well with a Steel Trap build or on Battlegrounds with a lot of walls and narrow passageways. This talent also does well when Junkrat's team is able to successfully chain together crowd-control making it easier to strike a stationary target with ricocheted shots. More open-aired Battlegrounds such as Hanamura can make it difficult for Junkrat to effectively bounce grenades into the desired target.
4. Level 4 Talents for Junkrat
Quest: Hitting a Hero with Frag Launcher increases its damage by 0.5, up to 100.
Quest: Hit enemy Heroes 12 times with Concussion Mine.
Reward: Concussion Mine deals 40% more damage and knocks enemies back 30% farther.
Quest: Hit 7 Heroes with Steel Trap.
Reward: Reduce Steel Trap's cooldown by 3 seconds and increase the maximum number of active traps to 3.
Taste For Explosions is probably the easiest Talent at Level 4 to use and works best with a Frag Launcher focused build. The Quest provides immediate returns, meaning that Junkrat sees a gradual increase in bonus damage the more and more of the Quest gets completed during the Match. Frag Launcher will begin to see a scaling damage increase as soon as the Talent is selected and Junkrat starts landing casts of Frag Launcher. The longer the match goes on for (rather, the faster Junkrat is able to accumulated stacks of Taste For Explosions) the more damage he will be able to put out. If a single grenade strikes two different Heroes, Junkrat is awarded two stacks of Taste for Explosions. It becomes especially easy to accrue stacks once Junkrat hits Level 16 and is able to reduce the cooldown of his Frag Launcher via Endless Nades or increase the amount of grenades he can launch simultaneous with Spread Volley.
Bonzer Hits bolsters both the damage and utility of Junkrat's Concussion Mine upon completion of the Quest. The Quest is not terribly difficult to complete; even striking multiple Heroes with a single Concussion Mine will grant multiple stacks of Bonzer Hits. The bonus distance granted to the knockback of the mine feels quite impactful. If a Concussion Mine is activated between two enemy players the distance generated between them is incredibly large. When this happens to isolate an enemy Hero, Junkrat and his allies can initiate on them with follow-up crowd-control and focus-fire to immediately take them down. Like discussed in the Abilities and Strategies portion of the guide, Concussion Mine may end up doing more harm than good when used at less than ideal times. The bonus effects of Bonzer Hits will only magnify this, so Junkrat should make sure to only use Concussion Mine with purpose (and not simply to "deal damage" to the enemy team just because they are grouped up).
Completing the Quest Gotta Trap 'Em All! vastly increases the utility of Steel Trap, allowing Junkrat to have 3 traps active simultaneously. Although trapping 7 Heroes sounds easy, sometimes it may prove more challenging than initially thought. The best way to generate stacks of Gotta Trap 'Em All is to leave traps within brush on commonly traveled pathways. Although trapping a Hero may not do much beyond briefly rooting them, completing the Gotta Trap 'Em All quest is Junkrat's early game priority. Being granted vision by trapping an enemy Hero on their way to capturing an early game Mercenary camp may even give Junkrat and his allies the opportunity to kill and steal the camp from the enemy team. Once Junkrat is able to have 3 traps active, his zoning and scouting potential skyrocket (which is the underlying purpose of the Steel Trap build). It is important to note that although Junkrat can have three traps active at one time with Gotta Tram 'Em All completed, he is still only able to hold one charge of Steel Trap at a time. This means that it will take a minimum of 18 seconds for Junkrat to place 3 traps and have them simultaneously active.
5. Level 7 Talents for Junkrat
While Frag Launcher has no charges left, gain 15% Movement Speed.
Increase Steel Trap's radius and damage by 50%.
Steel Trap no longer Roots enemies, and instead Slows them by 90% for 3.5 seconds.
Since being dove on by enemy aggressors is one of Junkrat's greatest weaknesses, Tricky Shuffles is a phenomenal source or escape and repositioning (especially if Concussion Mine happens to be on cooldown). The movement speed granted to Junkrat also makes it easier to catch enemies attempting to flee from a losing trade or teamfight. In Heroes of the Storm where movement and positioning reign supreme, bonuses to movement speed should rarely be overlooked and Tricky Shuffles proves to be no exception.
The increased size of Steel Trap granted by Big As causes the trap to connect much easier with enemy Heroes. The larger radius also causes it to be a much more threating zoning tool, being able to cover a larger portion of narrow corridors and choke-points. Big As is a strongly recommended Talent for the Steel Trap build and synergizes incredibly well with both Gotta Trap 'Em All! and Chattering Teeth.
Unfortunately Sticky Wicket is too weak in its current state to warrant selection. Although Sticky Wicket causes the effects of Steel Trap to last 1.5 seconds longer, the fact that it changes the Root to a Slow is detrimental (even though it is 90%). Not to mention, the Root provided by Steel Trap is already a very reasonable 2 seconds long. A Root, unlike a Slow, provides more utility to Junkrat by preventing any Hero caught within Steel Trap from using any gap-closers such as Genji's Swift Strike or Muradin's Dwarf Toss. Even if slowed by 90%, enemies attempting to chase down Junkrat or dodge a potentially devastating skillshot will still be able to reposition with a single leap or dash.
6. Level 10 Talents for Junkrat
- Cooldown: 80 seconds
Create a motorized bomb with 530 (+4% per level) Health that lasts 15 seconds. While active, Junkrat is immobile but gains control of RIP-Tire's movement.
RIP-Tire can be reactivated to detonate immediately, knocking nearby enemies back and dealing 475 (+4% per level), 625 (+4% per level), or 775 (+4% per level) damage to enemies depending on how close they are to the center of the blast (with the highest amount near the center).
- Cooldown: 100 seconds
After 1.25 seconds, Junkrat launches into the air. While in the air, he can steer the landing location by moving.
After 3.75 seconds, Junkrat lands, dealing 750 (+4% per level) damage to nearby enemies and activating Total Mayhem. 5 seconds after landing, Junkrat reappears at the Altar and gains 150% additional Movement Speed until dismounted.
Both Heroic abilities have been discussed at length on the Abilities page, so we will focus here on the comparison between the two. In its current state, Rocket Ride seems to outclass RIP-Tire in just about every regard. The value provided by Rocket Ride is almost always too much to pass up on. Some players may feel more comfortable using RIP-Tire as it allows Junkrat to remain directly in the fight after its use, unlike Rocket Ride. RIP-Tire also may see some moderate success when utilized in a Steel Trap Build, where multiple targets can be locked down long enough and close enough together to generate a lot of value from the Heroic ability.
7. Level 13 Talents for Junkrat
Junkrat is knocked back 50% farther by Concussion Mine. Additionally, Concussion Mine's cooldown is reduced by 12 seconds if only Junkrat is hit.
Enemies launched by Concussion Mine are Slowed by 60% for 2 seconds upon landing.
Steel Traps will slowly chase nearby enemy Heroes.
Ripper Air is a phenomenal Talent that only benefits Concussion Mine when it is used solely as a means of repositioning Junkrat. Not only does the 50% increased distance help Junkrat to better disengage from a potential threat, but it also will help Junkrat more quickly catch up to a fleeing enemy or safely reposition to a desired location for whatever reason. The most powerful component of Ripper Air is the significantly reduced cooldown of Concussion Mine. Especially when utilizing the Frag Launcher build, Junkrat's ability to stay safe within the backline of his team by repositioning every few seconds is very powerful. Since the cooldown of Concussion Mine begins once the mine is placed, if Junkrat places a mine and immediately detonates it on himself he will only have to wait ~2 seconds before being able to place another mine. When Junkrat is only repositioning himself with the mines, he is able to keep up this shortened cooldown indefinitely.
Bogged Down is a great component of the Concussion Mine build which provides even more crowd-control to Junkrat in the form of a pretty impactful Slow. This Slow will make it easier to capitalize on enemies caught out by Concussion Mine as they will have a much more difficult time reuniting with their team (especially if the team was also struck by the mine and sent in the opposite direction). Bogged Down also makes Concussion Mine a much stronger tool for peel should Junkrat or an ally find themselves in danger of being overwhelmed in the backline or caught out when over-extended.
Chattering Teeth vastly increases the effective area and zoning potential of Steel Trap. With Chattering Teeth enabled, a single trap will easily cover the entire width of a moderately sized choke-point. These traps can stall for Junkrat and his team as they attempt to secure an important location; whether it be a Mercenary camp, Boss, or Battleground objective. Traps under the effect of Chattering Teeth will only chase enemy Heroes who walk into a specified area around the trap. Should all enemy Heroes leave the area of Chattering Teeth's effect, the Steel Trap will simply stop and continue to wait until another enemy approaches.
8. Level 16 Talents for Junkrat
Frag Launcher fires all of its charges in a continuous burst, its cooldown is reduced by 6 seconds, but it loses 1 maximum charge.
Hitting an enemy Hero with Frag Launcher reduces its cooldown by 1.5 seconds.
- Cooldown: 0 seconds
Activate to make Frag Launcher fire 2 additional grenades in a spread. Works for up to 4 total charges, or until Frag Launcher runs out of charges.
Burst Fire reduces the cooldown of Frag Launcher by half but at the cost of one grenade charge and the ability to determine when each grenade will be fired. Burst Fire shoots all 3 grenades faster than Junkrat would be able to normally, however all 3 shots will always fire together in the same direction in which Frag Launcher was originally cast. Although this allows Junkrat to fire 6 grenades every 12 seconds (as opposed to 4), the inability to control the direction of each shot makes Burst Fire very difficult to control. In its current state, Burst Fire often times feel more like a set-back than a step-forward and is best left unselected.
Endless Nades is a passive buff to the cooldown duration of Frag Launcher, assuming Junkrat is able to successfully land grenades on enemy Heroes. Because each Hero hit with a grenade reduces the cooldown by 1.5 seconds, when Junkrat is targeting a single Hero and is able to connect all 4 grenades he will reduce the total cooldown of Frag Launcher by 6 seconds. EVERY hero hit by a single grenade will also reduce the cooldown by an additional 1.5 seconds. This implies that if Junkrat is able to hit all 5 enemy Heroes with the first grenade shot, Frag Launchers remaining cooldown will be 4.5 seconds (12-5×1.5). The cooldown reduction provided by Endless Nades will generate a steady stream of grenades for Junkrat, which will not only allow him to more quickly complete Taste For Explosions if has not already, but will also do massive amounts of sustained AoE damage to enemy teams positioned closely together.
Spread Volley grants Junkrat the ability to deal a significant amount of burst damage, especially against teams grouped up tightly or trapped within a choke-point. The Talent needs to be activated and does not go onto cooldown until all of the charges of Frag Launcher are used or the cooldown of Frag Launcher expires after Spread Volley had been activated. This is why in order to generate the most grenades and value from Spread Volley, it is recommended to only activate it when Junkrat has all charges of his Frag Launcher available. It is possible to hit a single target with all 3 shots of each charge of Frag Launcher under the effect of Spread Volley. However Junkrat should be cautious when attempting this because it requires him to be positioned next to his desired target, which could put him in a potentially dangerous situation.
9. Level 20 Talents for Junkrat
Increase RIP-Tire's knockback distance by 50%, and its cooldown is reduced by 20 seconds for each enemy Hero hit.
Reduce Rocket Ride's cooldown by 70 seconds.
Increase the radius and explosion radius of grenades from Basic Attacks and Frag Launcher by 50%.
Hitting an enemy Hero with Concussion Mine reduces its cooldown by 10 seconds.
Extra Oomph is a rather lackluster upgrade to the already outclassed Heroic Ability RIP-Tire. Extra Oomph is considered "Situational" as it is a prime example of the saying “feast or famine”. When it works, it works insanely well! However when it does not, Junkrat is effectively left without a Level 20 Talent for the remaining cooldown of RIP-Tire. Every other Talent in this tier will most likely provide Junkrat with more value in terms of damage output, utility, or even both.
Puckish Scamp provides an insanely large cooldown reduction to the already very powerful Heroic Ability Rocket Ride. Puckish Scamp allows Junkrat to use Rocket Ride quite liberally in the late-game, and more importantly may be seen as a regular "get out of jail free card" if he finds himself being caught out over-extended or picked off first via enemy focus-fire in teamfights. With Rocket Ride only having a 30-second cooldown, Junkrat will often times be able to use Rocket Ride in a confrontation then return to his team with the ability almost off cooldown, if not already available to use again.
Cannonball! is a passive talent that significantly increases the AoE splash damage radius of Frag Launcher and Junkrat's Basic Attacks. This will make is significantly easier to complete the Taste For Explosions Quest if it remains unfinished. The increased size of the splash-damage by Cannonball! is incredibly generous and feel immediately impactful, especially in team fights when multiple Heroes are stacked close to one another. If Talented into Endless Nades at Level 16, the increased splash damage of Junkrat's grenades will significantly reduce the cooldown of Frag Launcher generating even more value. Cannonball! also makes Junkrat an even greater master of waveclear. This may be very useful when at least one Keep has been already destroyed by the enemy team and Junkrat will need to constantly monitor the heavy flow of game-ending Catapults that will now be pressing down the lane.
BOOM POW allows Junkrat to become more liberal when deciding when and how to most effectively use Concussion Mine. The reduced cooldown from hitting an enemy Hero with a mine grants Junkrat much more frequent crowd-control in the form of displacements. Remember that the cooldown of Concussion Mine begins right when Junkrat throws the mine, which takes about 1 second to land/detonate. This implies that Junkrat will be able to cast a mine and instantly detonate it on an enemy Hero every 5 seconds with BOOM POW. BOOM POW also synergizes beautifully with Bonzer Hits at Level 4 and Bogged Down at Level 16, collectively causing Junkrat's Concussion Mine to become a significant threat to the enemy team after Level 20 has been reached.
- 02 Nov. 2017: Updated the guide following the most recent balance patch, with the following changes being notable.
- Level 4 Talent Gotta Trap 'Em All (E) has had the Heroes hit requirement reduced from 8 to 7.
- Level 7 Talent Sticky Wicket (E) has had the Slow duration increased from 3 to 3.5 Seconds.
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