Welcome to our Talents page for Tracer. Here, we give you an overview of how strong each of Tracer's talents is. Then, we present several viable builds, before analyzing each talent row separately, so that you can make informed decisions.
1. Tracer's Talent Build
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2. Tracer's Talent Build Cheatsheet
Basic Attack BuildTalent calculator »
The Basic Attack build is good against team compositions that lack Abilities that target Tracer directly. Because this build deals sustained damage, its effectiveness will scale with the amount of time that you can safely remain within Basic Attack range. Sticky Bomb has adds a powerful slow to Pulse Bomb, which will make it easy to continuously apply Basic Attacks to your victim. Pulse Strike increases the cooldown reduction of Melee, which will make Sticky Bomb available more often. If the map has many bushes or vents, you might consider taking Tracer Rounds to avoid losing your targets.
3. Level 1 Talents for Tracer
Increases Melee's Pulse Bomb charge from 10% to 20% against Heroes.
Increases the amount of time Recalled by 1 second.
Basic Attacks reveal enemies for 4 seconds.
Pulse Strike increases the number of times you can use Pulse Bomb, which will increase the frequency with which you have kill potential. Consider Pulse Strike when you are facing enemy Heroes who you can Melee safely without using Recall.
Slipstream allows you to stop and brawl for 1 second, while still having Recall deliver you to a safe place upon activation. Tracer Rounds currently has better overall synergy with Basic Attacks than Slipstream does. For this reason, Slipstream is not recommended at this time.
Tracer Rounds can be useful when chasing enemies into Bushes or Vents, or around corners. When you would normally lose vision of your target and be unable to continue attacking, this Talent allows you to continue your assault. It will also prevent enemy Heroes from entering Stealth while they are revealed. In addition, you will maintain vision of recently attacked enemy Heroes for a short time after Recalling away.
4. Level 4 Talents for Tracer
Recall leaves behind 3 bombs that deal 240 (+4% per level) damage each to different targets.
Increases Regeneration Globe and Healing Fountain healing by 100%.
Quest: Takedowns increase Tracer's Basic Attack damage by 2%, up to 30%. These bonuses are lost on death.
Untouchable can add a lot of damage to your Basic Attacks, but you will lose that damage if you die. Untouchable will add a lot of damage over the corse of the game, provided that you play carefully.
5. Level 7 Talents for Tracer
Increases Blink's charges by 1, but also increases Blink's cooldown by 2 seconds.
Basic Attacks lower the cooldown of Blink by 0.15 seconds.
Hero Takedowns grant 2 charges of Blink.
Jumper allows you to make a much wider range of plays. You can use 2 charges of Blink offensively, and still have 2 to use after Recalling away. It also allows you to chase down kills that would be otherwise impossible to secure.
Bullet Time allows you to Blink more often in situations where you are able to Basic Attack constantly. Take Bullet Time when the enemy team composition has a lot of skillshots to dodge, and a lack of targeted damage to stop you with.
Spatial Echo allows you to chase down fleeing enemy teams and potentially secure multiple kills, by resetting Blink on each kill. This is less reliable than Jumper, but can be a lot of fun if you find the enemy team escaping with low Health quite often.
6. Level 10 Talents for Tracer
Increases Pulse Bomb's radius by 50% and enemies hit are slowed by 70% for 3 seconds.
Pulse Bomb deals an additional 7% of the primary target's maximum Health.
Increases Pulse Bomb's range and charge rate from Basic Attacks against Heroes by 100%.
Quantum Spike deals increased damage to targets based on their maximum Health. This allows Tracer to deal more damage with each Pulse Bomb. While it has a greater effect on Heroes with large Health pools, the extra percent Health damage adds burst damage to all takedown attempts. This Heroic will usually help you secure takedowns faster than the others, and is recommended for this reason.
Pulse Rounds greatly increases the range and charge rate of Pulse Bomb. This, in turn, increases the frequency with which Pulse Bomb may be cast, and the number of positions from which you can stick it to enemy Heroes. The increased range also makes Pulse Rounds the safest version to apply.
7. Level 13 Talents for Tracer
Increases Melee's radius by 32%, and causes it to damage all enemies in range.
Tracer's Basic Attacks have a 50% chance to hit another nearby enemy, prioritizing Heroes.
Basic Attacks against Heroes heal Tracer for 20% of their damage dealt.
Ricochet does not reliably increase your useful damage. Ricochet can be used to poke Heroes who are behind Minions or Mercenaries, because the bouncing Basic Attacks prioritise Heroes. It is not reliable in team fights because the bonus damage will be spread between all Heroes in range. Also, Ricochet procs do not apply Tracer Rounds's reveal effect.
Leeching Rounds makes damage trading much more efficient. It will allow you to deal more damage by keeping you in the fight where you would otherwise need to retreat. It does not help with waveclear at all; do not take this if you require additional waveclear on your team.
8. Level 16 Talents for Tracer
Reduces Reload time by 50%. This equals 20% more damage per second.
If an entire ammo magazine is unloaded on an enemy, the last bullet will deal 91 (+4% per level) bonus damage. This is equal to 35% of the total magazine.
Reactivate Reload within the last 50% of its cast time to increase Tracer's Basic Attack damage by 40% for that magazine.
Sleight of Hand increases your damage per second unconditionally. It does not require planning or good timing, it just works. It is a great Talent to take if you are just learning Tracer, or if you are a seasoned Tracer player facing a difficult matchup.
Focus Fire is a good option if you will be able to reliably Basic Attack single targets with entire magazines. Focus Fire is strong on Maps that have frequent PvE battles involving high Health enemies, like the Immortals on Battlefield of Eternity. Consider taking it in these situations if you are having difficulty acclimating to Locked and Loaded.
Locked and Loaded is the hardest Talent to use effectively in this tier, but has the highest potential damage bonus. This Talent further increases her mechanical difficulty, while increasing your damage if you can reliably land the timed Reload. Bonus damage from Locked and Loaded increases healing of Leeching Rounds. Take this Talent if you are up to the challenge. While adjusting to this Talent, try "priming" it on Minons and holding the bonus damage for an enemy Hero. This will allow you to practice the Reload timing, and will guarantee the 40% bonus damage for the first magazine used against a Hero.
9. Level 20 Talents for Tracer
Reduces Melee's cooldown by 3 seconds. Hitting an enemy with Melee who is stuck with a Pulse Bomb causes the bomb to instantly explode and knocks the target away.
Recall's cooldown is increased by 8 seconds, but it heals Tracer equal to the amount of Health she lost during that time.
Successfully sticking a Pulse Bomb to an enemy Hero also drops another one at their feet that deals 50% damage and explodes slightly earlier.
Get Stuffed!'s displacement effect can be used to hit enemies out of position, and has strong synergy with Sticky Bomb. It can be difficult to use this Talent correctly; however when properly executed, it is similar to Muradin's Haymaker. Take this Talent if you want the ability to displace enemies.
Total Recall returns all recently lost Health when Recall is activated, effectively making it a burst heal. Because Tracer normally struggles with self-sustain, this Talent can be strong if timed correctly. The added 8-second cooldown to Recall is very inconvenient; however, you will seldom Recall more than once during late-game team fights anyway.
- 27 Mar. 2018: Updated Talent discussion to reflect balance changes in Fenix patch.
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