Warning It appears that you may be blocking the ads, and we are fine with it (read more here). That said, it would really be awesome if you decided to whitelist our website or make a donation :) You can also send us Bitcoins (1DEkropiHPWBmfJxogFaXQscfzhmdpTti4)!

Tracer Abilities

Last updated on May 17, 2016 at 08:30 by Straften 11 comments

Table of Contents

Tracer Image

General Information

Below, we give you a brief overview of the abilities that Tracer has access to. You should read these ability descriptions before reading further, because the other pages of the guide assume that you have a basic knowledge of Tracer's abilities.

The other pages of our Tracer guide can be accessed from the table of contents on the right.

About the Author

Straften is a Grand Master ranked player in both Hero League and Team League. He has a passion for theorycrafting, and regularly tests new features early on the PTR. He explains his strategy, reasoning, and implementation in these guides.

1. Blink

Tracer Blink
Blink (Q) Tracer
  • Charges: 3
  • Recharge Time: 6 seconds

Dash towards an area.

Stores up to 3 charges.

Blink Icon Blink causes Tracer to dash towards the targeted area. Although it ignores unit collision, Blink can be blocked by terrain and Structures.

Blink gives Tracer extraordinary mobility, allowing her to outmaneuver most Heroes. Use Blink to close distance on enemy Heroes, avoid skillshots, or escape. Refrain from using charges unnecessarily, so that they will be available when you need them for kill potential or self preservation. Blink is a excellent tool for getting in range to deal damage with Melee Icon Melee and Pulse Bomb Icon Pulse Bomb.

2. Melee

Tracer Melee
Melee (W) Tracer
  • Cooldown: 8 seconds

Deal 254 (+4% per level) damage to a nearby enemy, prioritizing Heroes. Gain 5% Pulse Bomb charge when using Melee against an enemy, and 10% against Heroes.

Melee Icon Melee instantly damages the enemy closest to Tracer, prioritising Heroes. Melee has a very short range. Melee charges Pulse Bomb Icon Pulse Bomb by 5% when damaging non-heroic enemies, and by 10% when damaging enemy Heroes.

Melee deals a decent amount of burst damage (about as much as 9 of her Basic attacks). Use Melee whenever Recall Icon Recall is off cooldown, so that you may Recall away if you need to. Because Tracer is extremely fragile, it is best to avoid getting into Melee range without an escape plan. While Blink Icon Blink can be used for escape, it does not remove negative status effects like Recall does. Melee as often as you have safe opportunities to do so. When comboing your Abilities, cast Pulse Bomb first so that it charges by 10% when you Melee.

3. Recall

Tracer Recall
Recall (E) Tracer
  • Cooldown: 26 seconds

Tracer returns to the position she was at 3 seconds ago, refilling her ammo, and removing all negative status effects from herself.

Recall Icon Recall relocates Tracer to the position she occupied 3 seconds prior. Upon activating Recall, Tracer enters a 1 second Stasis before being relocated. Recall also removes all negative status effects, and refills Tracer's Ammo.

Recall defines Tracer's hit and run shenanigans gameplay style, enabling her to get away with aggressive positioning that would otherwise result in a death. When Recall is available for use, you should be looking for opportunities to kill vulnerable enemy Heroes. Use Recall to extract yourself to safety after being aggressive. Avoid Overextending when Recall is on cooldown.

4. Pulse Bomb

Tracer Pulse Bomb
Pulse Bomb (R) Tracer
  • Heroic
  • Charges: 100

Fire a short range bomb that can attach to an enemy if it hits them. The bomb explodes after 2 seconds dealing 420 (+5.5% per level) damage to them and 210 (+5.5% per level) damage to other nearby enemies.

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

Pulse Bomb Icon Pulse Bomb is a linear skillshot that fires a projectile that sticks to the first enemy it makes contact with. If Pulse Bomb does not make contact with an enemy, it will arm itself on the ground at the apex of the skillshot. Pulse Bomb explodes 1.5 seconds after it is thrown, regardless of hitting a target or not. Instead of having a regular cooldown, Pulse Bomb charges when Tracer deals damage with Basic Attacks or Melee Icon Melee. Pulse Bomb is available from Level 1, and is Tracer's only Heroic Ability.

Pulse Bomb is Tracer's highest damage Ability, and gives her solo kill potential on many Heroes. Apply Pulse Bomb before using Melee when possible, in order to charge your next Pulse Bomb by 10%. Given Pulse Bomb's characteristic to stick to the first target it contacts, it may be difficult to target Heroes that are obstructed by Minions or other undesirable targets. Avoid using Pulse Bomb for harassment; it should be used in conjuction with your other damaging Abilities to attempt kills.

5. Reload

Tracer Reload
Reload (D) Tracer
  • 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.

Reload Icon Reload enables Tracer to move while Basic Attacking. She can deliver 10 basic attacks before needing to Reload. Reload will automatically activate if Tracer runs out of Ammo, but can be manually activated at any time. Reloading takes 0.75 seconds.

Reload exceptionally allows Tracer to deliver Basic Attacks while moving. Right-clicking a target will cause her to lock onto that target, making it the focus of her Basic Attacks. Because Tracer will always focus the selected target, you can focus on positioning freely, without needing to reacquire your target with right click again. Using the attack move command ("a" + left click) will automatically lock onto the closest unit within range. Target locks are maintained at an infinite range. When you disengage, remember to activate Reload so that you maximise your damage in the next encounter.

Force desktop version
Force mobile version