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Fire in the hole!

IconDamage (7/10) IconUtility (8/10) IconSurvivability (5/10) IconComplexity (6/10)

Junkrat is a Ranged Assassin hero from the Overwatch universe. Unpredictable and general miscreant, Junkrat is someone who lives to cause chaos and destruction.

Background Edit

The destruction of the Australian omnium left the area an irradiated waste and survivors like Jamison Fawkes were greatly affected by radiation. Now as the explosive-obsessed criminal Junkrat, he is renowned for leaving havoc and bedlam in his wake.

Gameplay Summary Edit

Junkrat is a unorthodox Assassin with a very unique kit, largely resembling one of a Specialist. Due the nature of his abilities, he is generally at an advantaged position to harass, poke, and deal consistent damage to his opponents. Also, both his traps can change the course of the battle thanks to their damage and utility.

Overall, Junkrat works on pretty much any team, although he is at his best when paired with a strong frontline and other allies with crowd control, so he can cause mayhem from a safe distance.

Strengths Edit

  • Doesn't use mana or any kind of resource, relying only on cooldowns.
    • Below his healthbar is displayed the number of charges for his Frag Grenade, making easier for the player to track.
  • Exceptional zoning and sustained damage in the form of poking.
  • Basic Attacks deal 100% splash damage.
  • Powerful waveclear.
  • Good amounts of crowd control.
  • Great at preventing opponents from channeling map objectives, such as the altars in Towers of Doom and the nukes in Warhead Junction.
  • All Basic Abilities can be used while moving.
  • Frag Grenade has very high range, making it great for harassing opponents, specially those with poor mobility.
    • This ability also makes him decent at solo laning due its area-of-effect, specially when combined with his basic attacks.
    • Despite Frag Grenade dealing 50% less damage to structures, it still is a decent sieging tool.
  • Concussion Mine is a extremely powerful displacement tool that can change the course of a teamfight.
    • Can detonate Concussion Mine near himself to propel while taking no damage, which is useful to chase or flee.
  • Very high damage from both Heroic Abilities.

Weaknesses Edit

  • Lack of self-sustain.
  • High skill ceiling and learning curve due the nature of his abilities.
  • His trait, Total Mayhem, only has value when Junkrat dies, a less optimal strategy.
  • Lack of precision, as most of his abilities are a bit unpredictable, and are all skillshots.
  • Poor sieging, as Frag Grenade deals less damage to structures.
  • Both Concussion Mine and Steel Trap are considerably easy to avoid without proper setup from the rest of the team.
    • They also require proper planning and positioning to be truly effective.
    • Concussion Mine can actually ruin team setups if detonated without coordination.
  • Vulnerable against teams with mobile Heroes (meaning he won't be able to hit his skillshots properly) and dive Heroes (who can easily use gap-closers to prevent Junkrat from retaliating).
  • Lack of escapes aside from detonating Concussion Mine on himself, otherwise being easy to take down when focused.
  • Both Heroic Abilities require channeling, meaning they can be interrupted if used at a wrong time.

Abilities Edit

Icon Frag Launcher
Frag Launcher (Q)
Cooldown: 12 seconds

Launch a grenade that explodes at the end of its path or upon hitting an enemy, dealing 128 (+4% per level) damage to nearby enemies. Grenade can ricochet off of terrain. Deals 50% less damage to Structures.

Stores up to 4 charges. Frag Launcher's cooldown replenishes all charges at the same time.

Icon Concussion Mine
Concussion Mine (W)
Cooldown: 16 seconds

Place a mine on the ground. Junkrat's Trait can be activated to detonate the mine, dealing 180 (+4% per level) damage to nearby enemies and knocking them back. Junkrat can also be affected by Concussion Mine, but takes no damage.

Limit 1 active mine.

Icon Steel Trap
Steel Trap (E)
Cooldown: 12 seconds

Place a trap on the ground that arms after 2 seconds. Deals 130 (+4% per level) damage to the first enemy that walks over it and Roots them for 2 seconds.

Limit 1 active trap.

Traits Edit

Icon Total Mayhem
Total Mayhem

Upon dying, drop 5 grenades that explode after 0.75 seconds, each dealing 250 damage to nearby enemies. Deals 75% less damage to Structures.

Detonate Mine
Detonate an active Concussion Mine.

Heroic Abilities Edit

Icon RIP-Tire
RIP-Tire [Heroic Ability]
Cooldown: 80 seconds

Create a motorized bomb with 530 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, 625, or 775 damage to enemies depending on how close they are to the center of the blast (with the highest amount near the center).


Tier 4 (Hero Level 10)
Icon Rocket Ride
Rocket Ride [Heroic Ability]
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 3.5 seconds, Junkrat lands, dealing 750 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.


Tier 4 (Hero Level 10)

Talents Edit

Level1 Tier 1, Hero Level 1
Icon English
Put Some English On It

Increase Frag Launcher's travel distance by 50%, but does not increase its speed.


Tier 1 (Hero Level 1)
Icon Extra Wound
Extra-Wound Timers

Frag Launcher grenades last an additional 2 seconds before automatically detonating.


Tier 1 (Hero Level 1)
Icon Bouncy Bouncy
Bouncy Bouncy

Upon colliding with terrain for the first time, Frag Launcher grenades deal 20% more damage.


Tier 1 (Hero Level 1)

Level4 Tier 2, Hero Level 4
Icon Frag Launcher
Taste For Explosions

IconQuestTalent Quest: Hitting a Hero with Frag Launcher increases its damage by 0.50, up to 100.


Tier 2 (Hero Level 4)
Icon Concussion Mine
Bonzer Hits

IconQuestTalent Quest: Hit enemy Heroes 12 times with Concussion Mine.
IconQuestTalent Reward: Concussion Mine deals 40% more damage and knocks enemies back 30% farther.


Tier 2 (Hero Level 4)
Icon Steel Trap
Gotta Trap 'Em All!

IconQuestTalent Quest: Hit 7 Heroes with Steel Trap.
IconQuestTalent Reward: Reduces Steel Trap's cooldown by 3 seconds and increase the maximum number of active traps to 3.


Tier 2 (Hero Level 4)

Level7 Tier 3, Hero Level 7
Icon Frag Launcher
Tricky Shuffles

While Frag Launcher has no charges left, gain 15% Movement Speed.


Tier 3 (Hero Level 7)
Icon Big As
Big As

Increase Steel Trap's radius and damage by 50%.


Tier 3 (Hero Level 7)
Icon Sticky Wicket
Sticky Wicket

Steel Trap no longer Roots enemies, and instead Slows them by 90% for 3.5 seconds.


Tier 3 (Hero Level 7)

Level10 Tier 4, Hero Level 10
Icon RIP-Tire
RIP-Tire [Heroic Ability]
Cooldown: 80 seconds

Create a motorized bomb with 530 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, 625, or 775 damage to enemies depending on how close they are to the center of the blast (with the highest amount near the center).


Tier 4 (Hero Level 10)
Icon Rocket Ride
Rocket Ride [Heroic Ability]
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 3.5 seconds, Junkrat lands, dealing 750 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.


Tier 4 (Hero Level 10)

Level13 Tier 5, Hero Level 13
Icon Concussion Mine
Ripper Air

Junkrat is knocked back 50% farther by Concussion Mine. Additionally, Concussion Mine's cooldown is reduced by 12 seconds if only Junkrat is hit.


Tier 5 (Hero Level 13)
Icon Bogged Down
Bogged Down

Enemies launched by Concussion Mine are Slowed by 60% for 2 seconds upon landing.


Tier 5 (Hero Level 13)
Icon Steel Trap
Chattering Teeth

Steel Traps will slowly chase nearby enemy Heroes.


Tier 5 (Hero Level 13)

Level16 Tier 6, Hero Level 16
Icon Burst Fire
Burst Fire

Frag Launcher fires all of its charges in a continuous burst, its cooldown is reduced by 6 seconds, but it loses 1 maximum charge.


Tier 6 (Hero Level 16)
Icon Endless Nades
Endless Nades

Hitting an enemy Hero with Frag Launcher reduces its cooldown by 1.5 seconds.


Tier 6 (Hero Level 16)
Icon Spread Volley
Spread Volley
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.


Tier 6 (Hero Level 16)

Level20 Tier 7, Hero Level 20
Icon RIP-Tire
Extra Oomph

Increase RIP-Tire's knockback distance by 50% and its cooldown is reduced by 20 seconds for each enemy Hero hit.


Tier 7 (Hero Level 20)
Icon Rocket Ride
Puckish Scamp

Reduce Rocket Ride's cooldown by 70 seconds.


Tier 7 (Hero Level 20)
Icon Frag Launcher
Cannonball!

Increase the radius and explosion radius of grenades from Basic Attacks and Frag Launcher by 50%.


Tier 7 (Hero Level 20)
Icon Concussion Mine
BOOM POW

Hitting an enemy Hero with Concussion Mine reduces its cooldown by 10 seconds.


Tier 7 (Hero Level 20)

Talent Builds Edit

  • Frag Grenade Build: focused on improving Frag Grenade to maximize Junkrat's waveclear and poking potential, allowing him to harass his opponents even better, especially those at the backline.
  • Concussion Mine Build: focused on improving Concussion Mine to maximize Junkrat's ability to reposition his enemies and himself. This allows for powerful displacements to isolate enemy Heroes, where the allied team can quickly strike with focus fire.
  • Steel Trap Build: focused on improving Steel Trap to maximize Junkrat's zoning potential and utility, allowing him to have up to 3 traps at once thanks to Gotta Trap 'Em All!, which combined with Chattering Teeth can make it a big nuisance to the enemy team, especially when trying to capture objectives.

Tips Edit

  • While dying is not optimal, make sure to stay as close as possible to the opponents when there is no chance to escape certain demise, to ensure Total Mayhem hits as many enemies as possible.
  • Don't be afraid to burn the Frag Grenade, since they recharge all at once. The number of charges are always displayed below Junkrat's lifebar, for convenience.
    • Frag Grenade is a great tool for checking bushes, as well giving the allied team visibility as the projectile bounces.
  • Saving Concussion Mine to use as a escape mechanism becomes very invaluable when facing heavy dive team compositions.
  • Hiding Steel Trap on bushes and other strategical spots is a great way to surprise opponents.
  • Always make sure to use RIP-Tire from a safe distance, as Junkrat is left vulnerable while controlling it.
  • Rocket Ride is a great way to prevent certain death scenarios, allowing Junkrat to deal tremendous damage to his opponents and to safely return to the core. Save it for the last moment.

Matchups Edit

Pairings Edit

Junkrat is best paired with Heroes that are disruptive as he is, allowing to cause havoc on the battlefield. Due his poor mobility and healthpool, a strong frontline, mostly Warriors, often provide enough crowd control for Junkrat to strike.

Alarakplate
Alarak is a master when it comes to pull opponents out of position thanks to Telekinesis, which can further increase the value of Junkrat's traps layered over the ground. Alarak also has an outstanding poke in the form of Lightning Surge.

ETCplate
E.T.C. is disruptive and can easily knock his opponents into Junkrat's traps, while providing a very strong peel. In addition, Mosh Pit works perfectly with both of Junkrat's Heroic Abilities.

Garroshplate
Garrosh's gameplay is a all about displacement and causing havoc, while being a very solid frontline to any team. This combines perfectly with Junkrat's chaotic kit, while keeping him protected from the enemy team. If well coordinated, Garrosh can throw enemies out of position with Wrecking Ball, where Junkrat can follow up by launching them further away from safety with Concussion Mine.

Malfurionplate
Malfurion high single target healing, combined with his utility through Entangling Roots can keep Junkrat at combat for longer while increasing the setup potential.

Muradinplate
Muradin is a sticky Warrior that can put pressure with stuns and slows on his opponents, which opens opportunities for Junkrat's traps and grenades. Also, if well timed, Haymaker can throw opponents into a perfect position to displace them even further with Concussion Mine.

Utherplate
Uther provides high burst healing and a reliable stun in the form of Hammer of Justice. In addition, Divine Shield can be used to protect Junkrat while he channels RIP-tire.

Effective against Edit

Junkrat can easily capitalize on Heroes with poor mobility and/or range, meaning he can harass them from afar with his abilities. Heroes with no self-sustain will often have to retreat earlier due his constant poking, especially during duels for territory control.

Anaplate
Ana's limited self sustain combined with her poor mobility makes her a very easy target for Junkrat's constant poking. In addition, Junkrat's Concussion Mine can easily displace the allies Ana is trying to heal, making harder to land Healing Dart.

Effective foes Edit

Junkrat's main issues are his low mobility and fraility, meaning Heroes specialized in diving can easily take him down. Not only that, facing mobile Heroes makes harder for Junkrat to hit with his abilities. Should his Concussion Mine be on cooldown, he will have no means to escape his enemies.

Illidanplate
Illidan's high mobility and self-heal makes him a massive threat to Junkrat. He can easily dodge Junkrat's grenades and stick to him, especially if Concussion Mine is on cooldown. In addition, The Hunt can greatly punish Junkrat while he channels RIP-tire.

Sonyaplate
Sonya's aggressive gameplay can prevent Junkrat from properly setting his traps. Her Ancient Spear and Leap can put great pressure to Junkrat.

Tyraelplate
In a similar fashion to Illidan, Tyrael can dive and stick to Junkrat. Similarly, Judgement is a dangerous ability when Junkrat is channeling RIP-tire.

Skins Edit

Junker Demolitionist (base)
Junkrat - Junker Demolitionist Junkrat - Junker Demolitionist - Rusted Junkrat Junkrat - Junker Demolitionist - Convict Junkrat Junkrat - Junker Demolitionist - Clowning Junkrat
Junker Demolitionist Rusted Convict Clowning IconShard150
Junkrat - Junker Demolitionist - Drowned Junkrat
Drowned IconShard150
Fallen IconShard2400
The junkrats are the most scarcely seen of the fallen family of demons. Capricious and suspicious to a fault, they prefer to live amongst the ruined war-machines that litter Pandemonium where they scourge for resources.
Junkrat - Fallen Junkrat Junkrat - Fallen Junkrat - Devilish Junkrat - Fallen Junkrat - Hellish Junkrat - Fallen Junkrat - Orcish
Fallen Devilish Hellish Orcish
Junkrat - Fallen Junkrat - Warped
Warped

Trivia Edit

  • The "Clowning" variation of his basic skin is a reference to the Joker from the DC universe.

Patch changes Edit

External linksEdit

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