in game, Junkrat is a incredible artillerist or support, capable of displacing an opponent from their position, rooting them, and dealing good damage from far away. he has many ways to edit his traps and shots, making him unpredictable at best.
this is the official junkrat video!
in this guide, you will find a fully comprehensive talent build, a description on abilities, tips and tricks, and playstyle.
Junkrat's trait, total mayhem, is a ability that triggers when Junkrat dies. when it triggers, it leaves an array of bombs that explode after 0.75 seconds, they deal high damage to enemies within a small blast radius.
Junkrat's Q is frag launcher. the targeting is a large circle. with a long arrow starting from the center of the circle. you can move the start of the arrow anywhere in the circle, and the end of the arrow will always be pointing away from the center of the circle. when you have it as you want it, click, and a grenade will come flying from Junkrat onto the start of the arrow, the point that you chose. it will then roll along the arrow, and explode on contact with enemies. if it does not come in contact, it will simply explode shortly after it becomes stationary at the end of the arrow. this ability can shoot over terrain if the start of the arrow is over it, and the rolling part will bounce off of terrain. this is Junkrat's main source of damage, and he holds up to four charges of this ability. all charges are replenished at the end of 12 seconds, once the first shot is fired. COOLDOWN: 12 SECONDS
Junkrat's W is concussion mine. when activated, he throws a mine with a small radius of effect to a location in a medium range. he can then use his D key to explode it, dealing low damage to enemies and sending them flying in a direction depending on where they were standing. this flying can go over terrain. Junkrat can also be sent flying by this explosion, but he takes no damage. he can use it as a method of escape, or to send enemies flying. only 1 mine can be active at a time. COOLDOWN: 16 SECONDS
Junkrat's E is steel trap. Junkrat throws a trap to a location in a medium radius, and it arms after 2 seconds. after that, if an opponent walks over the trap, they take small damage and are rooted for 2 seconds. maximum 1 trap at a time, but there can be a concussion mine active while a steel trap is active. COOLDOWN: 12 SECONDS.
Junkrats's first R option is rip-tire. when activated, Junkrat channels for 1.5 seconds and releases a controllable wheel. Junkrat's vision is swapped to the wheel and he is immobilized during this time. any stun or silence will deactivate the wheel immediately without it exploding. the wheel has 500 health and lasts for 15 seconds before simply deactivating without exploding. the wheel has 2 abilities: jump, which can jump over terrain, and explode, which explodes, dealing high damage to enemies, more if they were closer to the center of the blast, and knocking them back from the blast. this is an amazing heroic, but leaves Junkrat vulnerable. activate this ability somewhere safe. COOLDOWN: 75 SECONDS.
Junkrat's second R option is rocket ride. when activated, he channels for 1.5 seconds before becoming invulnerable and taking to the skies. a circle appears on the ground, which can be controlled by Junkrat moving, and after 3.75 seconds, comes crashing to the ground, dealing high damage, killing himself, which triggers total mayhem. 5 seconds later, he respawns at his hearthing area, riding on a rocket, which increases his movement speed by %150 until he takes damage or deals damage, like a mount. COOLDOWN: 75 SECONDS.
note that Junkrat is fragile and has no form of escape other than concussion mine, which has a long cooldown and is hard to use in a chase.
Junkrat is a long range assasin, play him that way.
while your teammates are in combat, and you are far away, block the exits with your trap and mine to stop them from getting away or securing your escape if things go wrong.
both of Junkrat's ultimates are channeled and can be interrupted, activate them in a safe spot.
at level 1, take tricky shuffles for the mobility.
At level 4, take taste for explosions for the damage.
at level 7, bogged down for the utility.
at level 10, both are good, take rip tire for a finisher, take rocket ride for an opener.
at level 13, take ripper air for mobility and synergy with bogged down.
at level 16, take endless nades for the cooldown reduction.
at level 20, take cannonball because it provides big AoE damage.