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.
Junkrat's Talent Build
|1||? ✘︎ ✓|
|4||? ? ✓|
|7||? ? ✓ ?|
|13||? ? ✓|
|16||✘︎ ✓ ?|
|20||✘︎ ✘︎ ✓ ✘︎|
Junkrat's Talent Build Cheatsheet
Steel Trap BuildRecommended
The Steel Trap build works well against an enemy team consisting of assassins like Genji or Zeratul. Once you have the talent Gotta Trap 'Em All!, you will be able to set up a perimeter around you, saving yourself from enemy assassins diving you, and then proceed to punish them for it. You will still want to go for RIP-Tire and Cannonball! at level 10 and 20 to nuke a trapped enemy hero.
Concussion Mine BuildSituational
The Concussion Mine build works well with an organized team due to the displacement power of this build. We prioritize getting all of the cooldown-reducing talents allowing Junkrat to always have Concussion Mine up for the occasion. Talents such as Bogged Down and BOOM POW reward Junkrat greatly for hitting an enemy hero with a mine, triggering Blow 'Em Up! and slowing the displaced enemy hero, effectively resulting in securing a kill.
Frag Launcher BuildSituational
The Frag Launcher build emphasizes Junkrat's ability to deal large amounts of damage from a distance. Tricky Shuffles 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. A well placed RIP-Tire can be the difference between a lost and won teamfight.
Level 1 Talents for Junkrat
While Frag Launcher has no charges left, Junkrat gains 10% Movement Speed and his Basic Attacks deal 15% bonus damage.
The final grenade launched from Frag Launcher deals 80% bonus damage, and Frag Launcher grenades last an additional 2 seconds before automatically detonating.
Hitting an enemy Hero with Concussion Mine or Steel Trap causes Junkrat to deal 25% more damage with Basic Attacks and Basic Abilities for 6 seconds.
Tricky Shuffles increases the movement speed and damage of Junkrat's Basic Attacks. The movement speed bonus of this talent is too good to give up, especially when you can get it at level 1. The Basic Attack damage increase is a nice added bonus and makes this talent the go-to when playing Junkrat.
Extra-Wound Timers is way too underperforming to even be considered. As of now, this talent has close to no value and should never be picked. It may see some play at lower ranks, where the enemy team might not be fully aware of your grenades, but the higher the rank you get, the enemy team will start noticing your grenades and not run into them as often. Even with the new added damage to it, it will not outperform the movement speed gained from Tricky Shuffles.
Blow 'Em Up! increases your damage dealt by 25% when hitting an enemy hero with Concussion Mine or Steel Trap. While you will rarely want to activate this with Concussion mine, the added damage when trapping an enemy allows you to burst down anyone you trap, making this talent worth picking up if you decide to play the Steel Trap build or Mine build.
Level 4 Talents for Junkrat
Quest: Hitting a Hero with Frag Launcher increases its damage by 0.2%, up to 40%.
Hitting an enemy Hero with Concussion Mine reduces its cooldown by 10 seconds.
Steel Traps will slowly chase nearby enemy Heroes.
Taste For Explosions, currently, is the talent that allows Junkrat to scale so well into late game and synergizes perfectly with the rest of the build. Getting this quest done, paired with Endless Nades and Cannonball!, turns Junkrat into a Grenade Machine Gun and you need the damage bonus this quest provides to be useful.
BOOM POW rewards Junkrat greatly for hitting enemy heroes, and due to the power of the build relying on displacement, you want your mine off cooldown most of the time. This talent also synergizes with Blow 'Em Up!, granting you almost 100% uptime on it.
While Chattering Teeth can have its use in clustered fights where the enemies do not pay attention to your traps, it is still not worth picking up over Taste For Explosion, even when going for the Steel Trap Build. This is mostly due to the damage bonus being very much needed to burst down a trapped target.
Level 7 Talents for Junkrat
Enemies launched by Concussion Mine are Slowed by 40% for 2.5 seconds upon landing.
Increase Steel Trap's radius and damage by 50% and enemy Heroes who are hit have their Armor reduced by 15 for 3 seconds.
Enemy Heroes who are hit by Steel Trap are Silenced for 2 seconds.
Increase the explosion radius of Total Mayhem by 20%. When Junkrat is Stunned, Rooted, or damaged by an enemy Hero while below 50% Health, he uses Total Mayhem, dropping 5 grenades at his feet that explode.
This effect has a 12 second cooldown.
In the current state of Junkrat's level 7 talents, you would want Dirty Trickster because of the massive damage increase and punishment it can provide. Imagine a Teleport Build Li-Ming chasing you down, teleporting into you and thus triggering Dirty Trickster, consequently killing herself, or Sonya stunning you with her Ancient Spear and just exploding right after. The talent is very good against mostly any enemy team composition and currently provides the most value of the level 7 talents.
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 threatening 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 Chattering Teeth.
Sticky Wicket adds a strong silence effect whilst rooting an enemy hero, which can be crucial for killing a trapped target, for example if you manage to trap an enemy healer. It also works great if you trap enemy hero divers or tanks, as some heroes are able to get out of root, they cannot do so while silenced.
Bogged Down adds more value to displacing enemy heroes as the slow lasts for a good amount and your allies get more time to bog down the displaced enemy hero.
Level 10 Talents for Junkrat
- Cooldown: 75 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 720 (+4% per level) damage to enemies near the center gradually reduced to 445 (+4% per level) to enemies on the edge.
- Cooldown: 75 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 890 (+4% per level) damage to nearby enemies and activating Total Mayhem. 5 seconds after landing, Junkrat reappears at the Hall of Storms 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. Currently, the viable ultimate is RIP-Tire, as it provides the highest burst damage and, the most overpowered of it all, a global taunt. What this means is that during a team fight where the enemy team is focusing down your allies, the second they hear your RIP-tire they will start looking for it and try to nuke it down. This will make them unfocused and potentially get hit by skillshots from your teammates they would otherwise dodge. If they do not focus it, enjoy the free damage. It is best to use RIP-tire from a safe distance, as it has a very wide range and activated directly on top of an enemy. Do note that in most cases, you will want to activate it rather too early than too late. The RIP-Tire has very low health and can be nuked down in a few auto-attacks or Spells.
Rocket Ride is not considered viable due to the downtime in teamfights. As Junkrat, you want to be in the team fight for its entire duration, throwing out grenades and displacing enemies. Rocket Ride does have the advantage of providing no experience to the enemy team, but you should not die too much as Junkrat. If you do, you should rather look at how you position yourself, as that is key for surviving as Junkrat.
Level 13 Talents for Junkrat
Increase Junkrat's Basic Attack range by 1. Frag Launcher grenades fired within 0.5 seconds of using a Basic Attack deal 30% bonus damage.
Junkrat is knocked back 50% farther by Concussion Mine. Additionally, Concussion Mine's cooldown is reduced by 12 seconds if only Junkrat is hit.
Reduce Steel Trap's cooldown by 5 seconds and increase the maximum number of active traps to 2.
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 will also 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.
Gotta Trap 'Em All! allows Junkrat to put out an extra Trap, allowing you to effectively set up a perimeter through which enemies cannot run. This talent synergizes very well with the rest of the Steel Trap talents and is a must pick for the Steel Trap build.
Bombs Away increases the Range and Damage of Junkrat's basic attacks. This talent is huge in terms of effective DPS and if you are able to utilize the Force AA noted in the Tips section this talent can give some incredible value. While it does have competition with Ripper Air, it will basically come down to this. Is it a large map and you need mobility? Pick Ripper Air. Is it a short map, lots of teamfighting and you will not need to move from lane to lane alot? Pick Bombs Away.
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: 30 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 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 it has not been completed 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. This talent should only be used when you go for the Steel Trap Build to benefit from the shotgun effect of Spread Volley.
Level 20 Talents for Junkrat
Increase RIP-Tire's knockback distance by 50%, and its cooldown is reduced by 25 seconds for each enemy Hero hit.
Junkrat also gains the Ability RIP-Tire. Each time he uses his Heroic, it swaps to the alternate ability. Each Heroic has its own separate cooldown.
Increase the radius and explosion radius of grenades from Basic Attacks and Frag Launcher by 50%.
Junkrat always rides his Rocket Ride Mount, which grants 150% increased Movement Speed, but his Mount cooldown is increased to 8 seconds.
Extra Oomph is a rather lackluster upgrade to the 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. The Cannonball! Talent in this tier will most likely provide Junkrat with more value in terms of damage output, utility, or even both.
Puckish Scamp this talent now allows Junkrat to get RIP-tire aswell as Rocket Ride. However due to how bad Rocket Ride is and you have to ride it until level 20 makes this talent pretty bad and not worth picking up.
Cannonball! is a passive talent that significantly increases the AoE splash damage radius of Frag Launcher and Junkrat's Basic Attacks. This will make it 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. This is the talent that turns Junkrat into the DPS monster he is late game.
- 21 Nov. 2020: Updated builds and talents.
- 25 Aug. 2020: Guide has been reviewed and no changes are needed.
- 08 Aug. 2020: Builds updated
- 02 Jul. 2020: Guide has been reviewed and no changes are needed.
- 24 Nov. 2019: Reviewed guide and no changes are needed.
- 26 Sep. 2019: Updated Junkrat to reflect his newest rework.
- 05 Jun. 2019: Updated most talent tier discussions and recommendations.
- 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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