overwatch

Junkrat is a Specialist Damage hero in Overwatch. He is one of the 21 heroes included in the game's release on 24 May 2016.

Overview

Junkrat's area-denying armaments include a Frag Launcher that lobs bouncing grenades, Concussion Mines that send enemies flying, and Steel Traps that stop foes dead in their tracks.

Abilities

Passive Abilities

Sub-Role: Specialist
Hero-ability-circle
Sub-Role Damage Specialist Circle
Type
Passive Ability
Eliminating an enemy briefly increases your reload speed.
Reload time:
-33%
Duration:
3 seconds

Additional details:
  • Reload speed is 1.5x faster after an elimination. This only lasts for 3 seconds, but is refreshed if another elimination is earned.
  • An indicator is shown to the right of the crosshair to show when the reload increase is active.

Total Mayhem
Hero-ability-circle
Ability-Junkrat4
Type
Passive Ability
Effect Type
Arcing projectile Arcing projectile
Area of effect Area of effect
!
Partially blocked by barriers.
Ignores barriers.
Ignores barriers.
!
Partially blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
!
Partially blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
!
Partially affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Deals no damage to self with explosives. Drop bombs on death.
Damage:
50
Headshot:
Shots per volley:
6
Cast time:
0.7 seconds (detonation)
Radius:
2 meters
area of effect
Affects targets in a spherical area.
travel time
Projectile attacks and healing with travel time. Can be Negated.
Junkrat's deranged sense of humor persists past his death. If killed, he drops several live grenades.

Additional details:

Keywords:
area of effect
Affects targets in a spherical area.
travel time
Projectile attacks and healing with travel time. Can be Negated.

Example video:

Weapons

Frag Launcher
Key mouse 1
Hero-ability-circle
Ability-Junkrat1
Type
Weapon
Effect Type
Arcing projectile Arcing projectile
Area of effect Area of effect
Blocked by barriers.
Ignores barriers.
Ignores barriers.
!
Partially blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
!
Partially blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
!
Partially affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Bouncing explosive projectile weapon.
Damage:
45 (direct hit)
80 - 10 (splash, enemy)
Headshot:
Rate of fire:
1.5 shots/s
recovery stops while using melee
Ammo:
5
Reload time:
1.5 seconds animation
Radius:
0.5 - 2 meters (falloff start - max)
Knockback speed:
9.4 m/s (max, enemy)
4.7 m/s (max, self)
Projectile speed:
30 m/s
Projectile radius:
0.325 meters (0.16 meters after second bounce)
Spread:
None
area of effect
Affects targets in a spherical area.
travel time
Projectile attacks and healing with travel time. Can be Negated.
Junkrat's Frag Launcher lobs grenades a significant distance. They bounce to reach their destination, and blow up when they strike an enemy.

Additional details:
  • Damage per second: 180 while firing (124.13 overall w/reload)
  • The grenades explode after:
    • 2 times bouncing off the ground.
    • Bouncing off the surroundings and landing on the ground afterwards.
    • Getting contact with an enemy hitbox.
    • 4.5 seconds of flight without hitting solid objects.
  • Before a nade detonates, an audio cue is played and can be heard if nearby. The nade then freezes in place for 0,3 second pre-detonation, during which the explosion can't be stopped by any means. If the nade is shot bouncing on the ground, or just bounce off a wall/an object, it'll explode if it bounces a second time less than 1,5 second after the first bounce. Nades can bounce on walls and objects several times without exploding.
  • The projectile size is decreased after its second bounce.
  • The velocity of the projectile is slightly reduced after each bounce.
  • The projectile can be destroyed while in air by Ability-dva3 Defense Matrix, Abilities-sigma3 Kinetic Grasp, Ability JavelinSpin Javelin Spin, Perk PowerMatrix Power Matrix and ULT Kekkai Sancturary Kekkai Sanctuary and reflected by Ability-genji2 Deflect, but the splash is unaffected.
  • Baptiste-ability4 Amplification Matrix affects all damage dealt, if the projectile passes through it. Splash damage alone going through is not amplified.

Keywords:
area of effect
Affects targets in a spherical area.
travel time
Projectile attacks and healing with travel time. Can be Negated.

Example video:

Special Abilities

Concussion Mine
LSHIFT
Hero-ability-circle
Ability-Junkrat2
Cooldown Icon
8 seconds,
2 charges
Type
Ability
Effect Type
Arcing projectile Arcing projectile
Area of effect Area of effect
!
Partially blocked by barriers.
Ignores barriers.
Ignores barriers.
!
Partially blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
!
Partially blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
!
Partially affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Throw a knockback mine with LSHIFT then detonate it with Key mouse 2.
Damage:
120 – 55
Headshot:
Health:
25
Cast time:
0.128 second for throw + 0.112 s. recovery for detonation
Duration:
Until detonated or replaced
Radius:
1 - 3 meters (falloff start - max)
Knockback speed:
21.2 m/s
Projectile speed:
25 m/s
Projectile radius:
0.2 meters
area of effect
Affects targets in a spherical area.
deployable
A non-player entity with a unique health pool.
travel time
Projectile attacks and healing with travel time. Can be Negated.
After placing one of his homemade Concussion Mines, Junkrat can trigger it to damage enemies and send them flying... or propel himself through the air.

Additional details:
  • The mine sticks to any terrain and bounces off of players and objects other than Petal Platform Icon Petal Platform.
  • The mine bounces once upon hitting a barrier for the first time, but can then pass through it. The explosion is blocked by barriers.
  • The mine can be destroyed by enemy players, causing no explosion.
  • The projectile can be destroyed by Ability-dva3 Defense Matrix, Abilities-sigma3 Kinetic Grasp,Ability JavelinSpin Javelin Spin, Perk PowerMatrix Power Matrix and ULT Kekkai Sancturary Kekkai Sanctuary and reflected by Ability-genji2 Deflect before it attaches to a surface. The explosion is unaffected.
  • Baptiste-ability4 Amplification Matrix affects all damage dealt, if the projectile passes through it. Explosion damage alone going through is not amplified.
  • Upon cast time ends, you can change the future flight path.
  • If the ability is interrupted before the mine begins to exist, the cooldown will not start and the charge will not be spent.
  • If Junkrat throws another mine while one is already deployed the first mine will instantly and silently disappear.
  • The mine does not deal self-damage, but still applies the knockback, making it usable as a mobility tool.
  • Junkrat and enemies caught in the blast are knocked up 45° vertically, regardless of their position relative to the mine.
  • Horizontal knockback is away from the center of the mine.
  • If Junkrat is hacked, the remote will be disabled.

Keywords:
area of effect
Affects targets in a spherical area.
deployable
A non-player entity with a unique health pool.
travel time
Projectile attacks and healing with travel time. Can be Negated.

Example video:


Steel Trap
E
Hero-ability-circle
Ability-Junkrat3
Cooldown Icon
10 seconds
Type
Ability
Effect Type
Arcing projectile Arcing projectile
!
Partially blocked by barriers.
Ignores barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Place an immobilizing trap.
Damage:
100
Headshot:
Health:
100
Cast time:
instantly + 0.33 s recovery
.75 second arming time
Duration:
Until triggered or replaced (trap)
2.5 seconds (root)
Radius:
1 meter
Projectile speed:
17 m/s
Projectile radius:
None
deployable
A non-player entity with a unique health pool that deploys from a Strong Projectile.
fixed
This ability's damage is unaffected by Amp.
hinder
Silences Movement abilities.
immobilize
Removes control of hero movement.
Junkrat tosses out a giant, metal-toothed trap. Should an enemy wander too close to the trap, it clamps on, injuring and immobilizing them.

Additional details:
  • Similarly to his Ability-Junkrat2 Concussion Mine, deploying a second Steel Trap will remove the first.
  • The trap sticks to ground and objects with a walkable surface, and bounces off of players, walls and other object surfaces.
  • The trap bounces once upon hitting a barrier for the first time, but can then fall through it.
  • An unactivated trap can be destroyed by enemy players.
  • Junkrat can see the trap's location through walls.
  • The player receives a cue when an enemy triggers or destroys the trap.
  • Being in phased out state or affected by Zarya's Ability-zarya2 Particle/Protective Barrier will prevent a trap from triggering, but will not free a player that is already trapped.
  • Orisa can break free from the trap by activating Ability Orisa Fortify Fortify.
  • Lifeweaver can pull the target free with Life Grip Icon Life Grip.
  • Sombra can escape from the trap with Ability Sombra Translocator Translocator, however it must be in air when the trap activates, as it is a movement ability that gets disabled by the trap.
  • If a trapped player is moved sufficiently far from it, e.g. by using Symmetra's Ability-symmetra4 Teleporter or being lifted by Petal Platform Icon Petal Platform or Ability-mei3 Ice Wall, the trap will break and the target will be freed. However, if the trap was placed on the object, the player will remain trapped even if lifted, as the trap can move with it.

Keywords:
deployable
A non-player entity with a unique health pool that deploys from a Strong Projectile.
fixed
This ability's damage is unaffected by Amp.
hinder
Silences Movement abilities.
immobilize
Removes control of hero movement.

Example video:

Ultimate Ability

RIP-Tire
Q
Hero-ability-circle
Ability-Junkrat5
Ultimate Ready
2100
Type
Ultimate Ability
Effect Type
Area of effect Area of effect
!
Partially blocked by barriers.
Ignores barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Drive and detonate an exploding tire.
Damage:
600 - 60
Headshot:
Health:
100
Cast time:
1.58 + 0.08 seconds (activation)
0 + 1.0 seconds (detonation)
Duration:
10 seconds (max)
Radius:
10 - 2 meters (falloff start - max)
Movement speed:
None (Junkrat)
12 m/s (RIP-Tire)
Knockback speed:
8.5 m/s (max, enemy only)
area of effect
Affects targets in a spherical area.
deployable
A non-player entity with a unique health pool.
fixed
This ability's damage is unaffected by Amp.
reloads
Fully reloads the hero's weapon.
transformation
An alternate state with unique functionality that is not ended prematurely by Displace, Hacked, Sleep, or Stun.
Junkrat revs up a motorized tire bomb and sends it rolling across the battlefield, climbing over walls and obstacles. He can remotely detonate the RIP-Tire to deal serious damage to enemies caught in the blast, or just wait for it to explode on its own.

Additional details:
  • Can be interrupted during the startup, but upon gaining control of the tire, the ability will continue and can be detonated regardless of whether Junkrat or the tire is hit by any crowd control or if Junkrat dies.
  • If the tire is destroyed, no detonation occurs and the ability ends early.
  • Junkrat is rooted while this ability is active.
  • RIP-Tire can jump and climb walls.
  • The explosion is blocked by barriers, but the tire itself can travel through them.

Keywords:
area of effect
Affects targets in a spherical area.
deployable
A non-player entity with a unique health pool.
fixed
This ability's damage is unaffected by Amp.
reloads
Fully reloads the hero's weapon.
transformation
An alternate state with unique functionality that is not ended prematurely by Displace, Hacked, Sleep, or Stun.

Example video:

Perks

Minor Perks

A Minor Perk can be chosen at level 2.

Nitro Boost
Hero-ability-circle
Perk NitroBoost
Type
Minor Perk
During RIP-Tire, use (LSHIFT) to gain a quick boost of speed. Doing so reduces RIP-Tire’s damage by 50%.

    Bomb Voyage
    Hero-ability-circle
    Bomb Voyage
    Type
    Minor Perk
    After launching with Concussion Mine, Junkrat gains 25% increased attack speed for 3 seconds.

    Additional details:
    • Does not stack. Subsequent launches refresh the duration.

    Major perks

    A Major Perk can be chosen at level 3.

    Mine Recycling
    Hero-ability-circle
    Mine Recycling
    Type
    Major Perk
    Eliminations with Concussion Mine restore one charge.

      Frag Cannon
      Hero-ability-circle
      Perk FragCannon
      Type
      Major Perk
      Effect Type
      Arcing projectile Arcing projectile
      Area of effect Area of effect
      Blocked by barriers.
      Ignores barriers.
      Ignores barriers.
      !
      Partially blocked by Defense Matrix/Kinetic Grasp.
      Ignores Defense Matrix/Kinetic Grasp.
      Ignores Defense Matrix/Kinetic Grasp.
      !
      Partially blocked by Deflect/Javelin Spin.
      Ignores Deflect/Javelin Spin.
      Ignores Deflect/Javelin Spin.
      Affected by damage boosts.
      Ignores damage boosts.
      Ignores damage boosts.
      !
      Partially affected by Amplification Matrix.
      Ignores Amplification Matrix.
      Ignores Amplification Matrix.
      Frag Launcher’s projectile speed is increased by 25%
      Projectile speed:
      30 → 37.5 m/s

        Hero-specific options

        Setting name Options Description
        RIP-Tire automatically climb walls Off (default) While facing a wall, hold Jump to wall climb.
        On Face a wall to wall climb.

        Strategy

        Junkrat is a hero that excels at defending an area through the use of traps and indirect fire; he is valued for his damage output and area denial capabilities. He has strong mobility thanks to Ability-Junkrat2 Concussion Mine and deals high (if inaccurate) damage with his Ability-Junkrat1 Frag Launcher. He also can push objectives as well, and he can still change the battle after death thanks to Ability-Junkrat4 Total Mayhem. The explosive and arcing projectile nature of his weapon, however, makes it challenging for him to fight at close range with most heroes.

        Weapons & Abilities

        Ability-Junkrat4 Total Mayhem

        Ability-Junkrat1 Frag Launcher

        Ability-Junkrat2 Concussion Mine

        Ability-Junkrat3 Steel Trap

        Ability-Junkrat5 RIP-Tire

        General Strategies

        Match-Ups and Team Synergy

        Tank

        Hero Match-Up Team Synergy
        Icon-D.VaD.Va
        D.Va's massive health and armor supply can make it difficult for your Frag Launcher to chew through, and Defense Matrix can negate fired grenades or even Total Mayhem's bombs. Her mobility with Boosters can also make her hard to hit. However, D.Va's Mech is a large target that is easy to land direct hits on in both close to mid range skirmishes. If you take advantage of Defense Matrix's limited use and reload while it's active, you may be able to catch her in its down period and spam grenades on her in that brief window of opportunity. Overall, though, the matchup can be very difficult, and unless you catch D.Va on cooldown and/or with low health, you should try to stick with your teammates and gang up on her instead of letting her fight you one on one, as is preferred for her. Once D.Va is out of her Mech, catching her with Steel Trap can lead to a quick finishing blow. (To be added)
        Icon-DoomfistDoomfist
        Steel Trap is your best friend against shieldless, mobile tanks - and Doomfist is one of the perfect examples of this. Placing a Steel Trap where you think a Doomfist might use his Rocket Punch to traverse through is an easy way to kill him, and if your whole team is present - can be melted even through his Power Block. Note that similarly in the Zarya matchup, you should not thoughtlessly spam a Doomfist during the pre-fight, as even one grenade is enough to charge his Power Block. Instead, throw some spam at the Doomfist's team as a bluff, then, when he uses his Power Block, throw a Concussion Mine behind him and detonate it to bounce him up in the air, forcing him to use a mobility cooldown to get out of sight of your team. Using a Concussion Mine to bounce a Doomfist about to punch you or one of your teammates is also a rarer, but no less viable way to deny him value. (To be added)
        Icon-HazardHazard
        If a Hazard is giving your team a rough time, consider hanging back (but not too much) with them to throw a couple of grenades at Hazard. He will want to avoid prolonged engagements with you, so make sure to manage your health and position when he confronts you. Your Frag Launcher forces him to spend much more of his time using his valuable Spike Guard rather than shooting your team, and even moreso if you shoot him in the back, making you excellent at denying him from diving your team. (To be added)
        Icon-Junker QueenJunker Queen
        Junker Queen's lack of a shield or effective mitigation against your grenades makes her easy to spam at, as long as you are not within her effective range. Always make sure to punish her if she becomes too aggressive, keep your distance and have a Concussion Mine ready if she decides to use Commanding Shout or Jagged Knife to close the distance with you. (To be added)
        Icon-MaugaMauga
        Though Mauga similarly has no shield or good mitigation like Junker Queen against you, you will still want to be careful as he can still do a fair bit of damage to you at mid-range. Keep in mind that in all times, exposing yourself in the open to a Mauga is the worst possible thing you can do, as he will feed off of your health using his Cardiac Overdrive or run you over with Overrun, so always find natural cover against him. (To be added)
        Icon-OrisaOrisa
        Your Frag Launcher's damage and the immobilization of Steel Trap, combined with Orisa's large hitbox easily forces abilities out of her, such as her Javelin Spin and Fortify, which can make her engagements more difficult. Therefore, pressuring her during the early stages of the fight can be beneficial and helpful for your team. However, this should not mean you should get careless when fighting her and stand out in the open while spamming, as her Energy Javelin can kill you faster than you can. Play in positions where the Orisa cannot easily reach you, and abuse the fact that she has little mobility and verticality by taking multiple angles on her, where she will either be forced to use her cooldowns early or divert her attention towards you instead of your Tank. (To be added)
        Icon-RamattraRamattra
        Without his Nemesis form, Ramattra is food for you and gets easily shredded by the damage of your grenades, and your Concussion Mine can also go over his Void Barrier to be detonated on him or his team. The key in this matchup is to predict when Ramattra will use Nemesis form, as he is the most threatening to you in it, and it will greatly improve your odds of surviving once he does. Always make sure to have an escape route ready if you know he has Ravenous Vortex, and place a Steel Trap down as you retreat when he attempts to chase you. (To be added)
        Icon-ReinhardtReinhardt
        While Reinhardt's Barrier Field is capable of withstand several grenades, its large area of coverage makes it a prime target for you to lob grenades at, and it's only a matter of time until you destroy it. Reinhardt can do little against your grenade spam other than block it; once his barrier is destroyed, with his slow speed and short attack range, his only options are to run or get hit by a volley of direct hits. Be careful about getting too close, though, as an accurate Charge will result in your death. If you're focusing on a Reinhardt at close range, a quick toss of a Steel Trap can snag him up, making him even easier to finish off. A quick Steel Trap can even stop Charge, so be ready to toss it should he come your way. While Concussion Mine can get behind his barrier for some solid damage, the knockback against Reinhardt will be minimal, but any teammates he's protecting will be knocked away. Reinhardt is one of your top priorities to kill with RIP-Tire, so try to get as close to him as possible with it without being blocked by his barrier. Be careful of his Fire Strike, as it can destroy RIP-Tire in one hit. (To be added)
        Icon-RoadhogRoadhog
        Roadhog's large hitbox allows and lack of barrier makes him an easy target to lob grenades at. As long as you stay behind cover or a barrier, you can keep yourself safe from Roadhog's Chain Hook. Your traps aren't as effective on Roadhog, since Take a Breather can help Roadhog reduce oncoming damage even when under fire. (To be added)
        Icon-SigmaSigma
        Sigma's Experimental Barrier will be destroyed with only a few hits from your Frag Launcher, however his Kinetic Grasp will be his strongest tool against you, as your spam damage is easy for him to absorb, granting him a large amount of bonus shield health, allowing him to withstand more of your fire. Try to disorient him and knock him out of position with Concussion Mines, but avoid using them to jump directly into him, as your predictable movement path makes it easy for him to stun you with his Accretion. You can also use Concussion Mines to jump out of the radius of his Gravitic Flux before he finishes casting it. Despite Sigma's floating character model, he will still be affected by Steel Trap if he passes over it. (To be added)
        Icon-Wrecking BallWrecking Ball
        Steel Trap is an excellent tool to counter Wrecking Ball. He will be travelling at high speeds and might not check his path, so place your Steel Trap in an area where you suspect he will attempt to flank from. If he gets trapped, immediately start firing at him, and try and get your teammates to shoot him too. (To be added)
        Icon-WinstonWinston
        While Winston's damage output his minimal, the consistent fire of his Tesla Cannon can inadvertently destroy your traps. If Winston decides you are his prime target, his Jump Pack can help him advance on you, so be ready to launch a Concussion Mine to widen the distance between the two of you. His Barrier Projector will only be able to block a few grenades before it's destroyed, but it may be enough for him to deal substantial damage to you before you manage to kill him. If his barrier is down and you have some distance between you, feel free to spam away, as his large hitboxes will make him an easy target to quickly kill. When Winston activates Primal Rage, a smart Steel Trap can freeze him in place, forcing him to waste a good amount of his Ultimate's duration while also rendering him an easy target. (To be added)
        Icon-ZaryaZarya
        Don't spam grenades willy nilly when Zarya is around, as she can easily gain a large amount of Energy from absorbing your grenades. She can just walk into oncoming fire with her active barrier or let her teammates be hit by grenades while under her Projected Barrier's protection. Zarya's secondary attack can hit you while you are on higher ground, and at high enough energy she can deal significant damage this way.
        • But, while your grenades easily charge Zarya up, you can play mind games with her knowing this. By overshooting and purposefully missing the Zarya, most Zaryas will use a shield once they see a volley of Junkrat's grenades, and sometimes look and jump up towards them to try and catch them. In the best case scenario, the Zarya will have wasted her time and a shield, and have gotten no energy.

        As long as you keep your distance from her, you should be able to stay out of range of her primary fire. If you do end up in a close-quarters situation, try to trip her up with Steel Trap and Concussion Mine. If these fail and you're forced into a close range fight, you're most likely going to end up run down. If you stop her movement with Steel Trap, be wary before spamming grenades; if she puts her barrier up, stop attacking, back off, reload, and be ready to attack again once the barrier goes down. If you catch her at very low health, though, it is sometimes worth it to brute force your way through her barrier; it may temporarily empower her, but if you can kill her before she can kill you, that won't mean anything.

        (To be added)

        Damage

        Hero Match-Up Team Synergy
        Icon-asheAshe
        Pressuring hitscans out of positions they want to be in is the best thing you can do against them, especially if they rely on their longer range, and your best way of doing that as a Junkrat is to deny that space in advance or at least throw some close to mid range spam at it.Due to Ashe being a sniper, she’s an effective counter to you. She’ll usually stay out of your effective range and shoot at you freely, so do try and close the distance with her, but don't do it by jumping around in the open with your Concussion Mines, for she will shoot you down. Instead, try and predict where the Ashe wants to position, take the necessary (and if possible, the safest) route to get there, and then deny her that space, or at least make her fight you for it. (To be added)
        Icon-BastionBastion
        Bastion is usually an easy target for you to spam at due to his large hitbox and slow mobility. Still, you should be cautious around his Configuration and A-36 Tactical Grenade, so play near cover accordingly. Don't attempt to fight Bastion from greater distances, as your grenades will be incapable of reaching him while his bullets will have no problem reaching you. (To be added)
        Icon-CassidyCassidy
        When you are attempting to go on flanks, it is not uncommon to meet a Cassidy contesting you. The Cassidy vs Junkrat matchup largely depends on the element of surprise, as whoever jumps who first is very likely to win.Take advantage of the fact that you outdamage him at close range with your primary fire and Concussion Mines, but also be careful that he beats you in mid range. Otherwise, if he is sitting with his team, lobbing grenades at him will suffice. If he is using Deadeye, NEVER use a concussion mine against him unless you are certain it will finish him off, as it will bounce him up and potentially kill your teammates. (To be added)
        Icon-EchoEcho
        You should put flying heroes at the bottom of your priority list, as you cannot effectively or consistently deal with any of them with your kit without unrealistic amounts of mechanical skill. Play inside tight, enclosed spaces as much as you can against them to avoid being out-poked and finished off, and instead fish for opportunities on other members of the enemy team. You should still try and catch them out whenever possible if they are distracted and vulnerable, however. Echo will usually try to assassinate you by sneaking on you in the air with her Glide, then send her Sticky Bombs and Focusing Beam on you to kill you quickly. Always make sure to look up and behind you every now and then to prevent this, and possibly turn the tables on her instead. (To be added)
        Icon-GenjiGenji
        Concussion Mine is Genji's worst enemy - as it stops him from doing everything he wants to do. It is easy damage and displacement on him that is difficult to dodge or Deflect, which forces him to retreat quickly. This is no exception with Dragonblade, as simply bouncing him will deny him a kill on one of your teammates, as he will have already used a dash to close the distance once, and render his ultimate useless. Your Rip-Tire is also an effective tool at preventing Genjis from pushing in with their ultimate, as keeping it near you or your team will make Genji think twice before dashing, even if he is under Nano-Boost. Aside from this, in a 1v1 scenario, Genjis are very likely to use their Deflect against you in point-blank range, so be careful when you are dueling him and keep track of it. When he does use his Deflect, simply throw and detonate a Concussion Mine over his head and he will be an easy kill by then. (To be added)
        Icon-HanzoHanzo
        Do not try to spam a Hanzo in large, open areas, as he will always beat you in those scenarios. Flanking and surprising him by popping out of rooms, doorways or tunnels is an effective way of dealing with Hanzo, whether you kill or make him retreat. Be wary that his Sonic Arrow can be used to reveal your location during flanks, so try switching up your positions to throw him off. (To be added)
        Icon-JunkratJunkrat
        In Junkrat mirror-matches, you should be denying the other Junkrat's RIP-Tire as much as possible by spamming tight areas where you predict the tire might come from. Otherwise, this matchup is also another one dependent on who attacks who first. Switch up your positions as much as you can to ensure you can have the upper hand. (To be added)
        Icon-MeiMei
        Your high burst damage makes you pose as one of the greater threats against Mei as it can easily force Cryo-Freeze and Ice Wall out of her. Make sure to use this to your advantage, especially if a member of your team has been walled off by quickly breaking it. Another technique to secure a free kill on her, is while Mei is using Cryo-Freeze, putting a Steel Trap right at the edges of her block will trap her once she exits. Do also make sure that you have a Concussion Mine ready to jump out of her Blizzard. (To be added)
        Icon-PharahPharah
        You should put flying heroes at the bottom of your priority list, as you cannot effectively or consistently deal with any of them with your kit without unrealistic amounts of mechanical skill. Play inside tight, enclosed spaces as much as you can against them to avoid being out-poked and finished off, and instead fish for opportunities on other members of the enemy team. You should still try and catch them out whenever possible if they are distracted and vulnerable, however. Unlike Echo, Pharahs tend to stay more far back from you, unless they are directly going to use Barrage on you, in which case you should be prepared to both take cover, and use the mine-combo to instantly kill her while she is immobile. Always be suspicious if a Pharah is missing or going near you, and have a Concussion Mine ready for it. (To be added)
        Icon-ReaperReaper
        As long as you are not caught off-guard, Reaper is easily harassed by your Frag Launcher and Concussion Mines forcing him to use Wraith early, and when caught by a Steel Trap - becomes an easy kill as he cannot use Wraith to escape. Be wary and track his ultimate, as Death Blossom can shred through you if you're unprepared. (To be added)
        Icon-Soldier 76Soldier: 76
        Pressuring hitscans out of positions they want to be in is the best thing you can do against them, especially if they rely on their longer range, and your best way of doing that as a Junkrat is to deny that space in advance or at least throw some close to mid range spam at it. Soldier outranges you in open areas, but if you are able to gain distance on him, he has no choice but to use Helix Rockets or run, so always get on him through flanks and tunnels as much as you can. He will always want to be on elevated ground, so position ahead of time to catch him or throw spam at him in flanks. His Tactical Visor hard counters your RIP-Tire, so make sure you are certain their Soldier does not have his ultimate, or that the tire can reach the Soldier before he can mow it down when you use it. (To be added)
        Icon-SojournSojourn
        Pressuring hitscans out of positions they want to be in is the best thing you can do against them, especially if they rely on their longer range, and your best way of doing that as a Junkrat is to deny that space in advance or at least throw some close to mid range spam at it. Sojourn's Disruptor Shot can flush you out of spots and flanks that you would normally want to be in, which can make engaging her a bit more difficult compared to dealing with other hitscans. You do not need to necessarily kill the Sojourn in this matchup, but force her to retreat from a good position, or even better, make her use Power Slide, both of which can help your team pick her off. (To be added)
        Icon-SombraSombra
        Sombra will always try to go for a pick on you if you are isolated or out in the open, so it's best to play in spaces where you can receive support from your team if you know she is currently being active. Otherwise, she poses little to no threat to you and a mine combo can shut her down from trying anything else. Hiding in enclosed spaces can also help against her EMP. (To be added)
        Icon-SymmetraSymmetra
        If Symmetra's places her Sentry Turrets close to the ground, splash damage from rogue grenades will often be sufficient to destroy them. An accurate Concussion Mine can also help wipe Sentry Turrets out, ensuring safe passage for you and your team. Her Teleporter can be easily destroyed if you spot it. While you should be able to quickly kill Symmetra in a close range fight, be careful of her laser powering up, as once it's fully charged, her damage will exceed yours. Photon Barrier will be able to shrug off all of your grenades during its duration, so try to keep a fight on one side of the barrier, or retreat to your team if necessary. (To be added)
        Icon-TorbjörnTorbjörn
        Although your weapon suffers from a long arc when shooting anything in long range, Torbjörn's Turret is stationary, making your low-accuracy shots a non-issue. As long as you can get in a position where you can safely fire at it from behind cover, you can quickly take it out in a few shots, so long as it's not being protected by a barrier. If Torbjörn is near his Turret, you can get him caught in the splash damage of your grenades. If Torbjörn activates Molten Core, try to use Concussion Mine to make a hasty retreat so you aren't splashed with magma. (To be added)
        Icon-TracerTracer
        Tracer will always try to heckle you at ranges where your grenades cannot quite reach her, and eventually swoop in for the kill on you with her Blink. To mitigate this issue - play inside closed spaces where the Tracer has less room to dodge in, or jump up to high ground, taking advantage of her lack of verticality. If neither of those are possible, play near areas where you will receive help from your supports. One grenade or concussion mine is enough to scare a Tracer into using Recall or her Blinks to run away, though she may play mind games with you to throw your aim off, so it's important to keep calm and predict her movements based on your previous engagements with her. (To be added)
        Icon-VentureVenture
        With both of their abilities, Venture has the upper hand against you in a 1v1 - even in an enclosed space, however, if you dodge their initial damage from the Burrow with a Concussion Mine jump, they will be forced to use Drill Dash to reach you, or disengage with you - both of these situations playing into your favor if your team is nearby. Treat Venture as a slightly more deadly Tracer to you, but with less options to get themselves out. (To be added)
        Icon-WidowmakerWidowmaker
        Pressuring hitscans out of positions they want to be in is the best thing you can do against them, especially if they rely on their longer range, and your best way of doing that as a Junkrat is to deny that space in advance or at least throw some close to mid range spam at it. By her nature, Widowmaker hard counters your whole kit, especially on maps that favor long sightlines. There is not much you can do in most situations against Widowmaker, though it is still worth a try to flank her by setting up an ambush in positions she wants to be in. Be wary of her Infra-Sight as it can remove your element of surprise, so try not to isolate yourself from your team too much when you know it is up. If you are going to RIP-Tire against a Widowmaker, always make sure it is a close-range tire that gives the Widowmaker as little time to react to increase your chances of getting a kill with it. (To be added)

        Support

        Hero Match-Up Team Synergy

        Icon-Ana
        Ana
        As a sniper, Ana is perfectly capable of heckling you from a distance. However, with her lack of mobility and headshots, she won't be quite as dangerous as the likes of Widowmaker or Hanzo. If you can catch her unaware from above, some grenade spam or traps can quickly kill her before she can notice you. If you catch her at close range, you have higher firepower than her, but you still need to be wary of both her Sleep Dart and Biotic Grenade. She has few means of destroying or escaping RIP-Tire, making her a prime target for it and any teammates near her. (To be added)
        Icon-Baptiste
        Baptiste
        Wait until Baptiste has used his Immortality Field before using RIP-Tire. However, even if he does deny kills, anyone caught by the blast will be momentarily left with very low health, and will be easy pickings for your team if they do not get quickly healed up. (To be added)
        Icon-Brigitte
        Brigitte
        Unless you're caught by surprise or you're at low health, Brigitte shouldn't cause much trouble, Both of you need to be in close range to deal effective damage, and while she has her whip shot, it isn't enough to kill you directly if you are above half health, If you see her approaching directly at you, place a steel trap directly infront of you to try to trap her should she use shield bash, in which case she's easy enough to throw grenades at, If the fight is turning against your favor place a concussion mine between you two to create distance, to which she has no means to catch up to you unless she's using Rally or try to use whip shot as a last resort to finish you off. (To be added)
        Icon-Lúcio
        Lúcio
        As Lúcio commonly stays with his team, targeting him will usually mean targeting several heroes at the same time. He excels at slowly recovering his team from damage over time, which makes your burst damage ideal for quickly killing him. If you catch him in your Steel Trap (which, due to his constant movement, can easily happen), you can quickly blow him away. If Lúcio attempts to knock you off a cliff with Soundwave, a quick Concussion Mine may be able to save you. (To be added)
        Icon-Mercy
        Mercy
        Mercy can't heal her teammates at a high enough rate to withstand consecutive grenades. She may keep her teammate alive long enough to fight back against you, but in a group fight her healing will mean very little. Trapping her with Steel Trap can keep her from escaping with Guardian Angel. In some situations, Mercy might stay mid-air to support her teammate, which will make her a harder target to hit with your grenades. (To be added)
        Icon-Moira
        Moira
        In a 1v1 scenario at close range, you should come on top, she can’t heal herself quick enough to survive your grenades, however Moira will usually play mid range to avoid your grenades, and her primary fire easily allows her to play at a distance, should you try to close the distance with a concussion mine, she can just fade away, during coalescence, using your Rip-Tire on her is a good trade off, don’t worry about her fading since she can’t do so during her ultimate. (To be added)
        Icon-Zenyatta
        Zenyatta
        Zenyatta's Orb of Discord will allow him to keep tab or your position from behind cover while it is attached to you. This will help him and his team force you out of cover, so try to hide long enough for the Orb to be forced off of you. Zenyatta has the upper hand at long distances with his powerful orbs. However, at close to mid-range scenarios when you can ambush Zenyatta, his low mobility and health makes him easy to kill. Your trap combo will instantly kill Zenyatta. Transcendence can outheal the damage from your grenades, but not the burst damage from RIP-Tire; don't be shy about using RIP-Tire during Transcendence, as while Zenyatta will survive due to his invincibility, without his teammates to protect him he's a prime target. (To be added)

        Map Strategies

        Control

        Control  Control Map Strategies
        Map Strategy & Stage Tips
        Control

        Overall Strategy

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        Antarctic Peninsula 1

         Antarctic Peninsula

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        Labs
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        Sublevel
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        Icebreaker
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        Overwatch Busan

        South Korea Busan

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        Downtown
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        Sanctuary
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        MEKA Base
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        Ilios

        Greece Ilios

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        Lighthouse
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        Well
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        Ruins
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        Lijiang Tower loading screen

        China Lijiang Tower

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        Control Center
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        Garden
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        Night Market
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        Nepal loading screen

        Nepal Nepal

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        Village
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        Shrine
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        Sanctum
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        Oasis

        Iraq Oasis

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        City Center
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        Gardens
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        University
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        Samoa beach

        Samoa Samoa

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        Beach
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        Downtown
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        Volcano
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        Escort

        Escort  Escort Map Strategies
        Map Strategy & Stage Tips
        Escort

        Overall Strategy

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        Monte Carlo

        Monaco Circuit Royal

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        Attack
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        Dorado-streets2

        Mexico Dorado

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        Attack
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        Havana

        Cuba Havana

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        Attack
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        Junkertown

        Australia Junkertown

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        Attack
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        Rialto

        Italy Rialto

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        Attack
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        Route 66

        USA Route 66

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        Attack
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        ShambaliEscort

        Nepal Shambali Monastery

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        Attack
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        Gibraltar

        Gibraltar Watchpoint: Gibraltar

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        Attack
        Strategy details missing.
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        Hybrid

        Hybrid  Hybrid Map Strategies
        Map Strategy & Stage Tips
        Hybrid

        Overall Strategy

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        Blizzard World

        Blizzard World

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        Attack
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        Strategy details missing.
        Eichenwalde

        Germany Eichenwalde

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        Attack
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        Hollywood-set

        USA Hollywood

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        Attack
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        King's Row concept

        United Kingdom King's Row

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        Attack
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        MidtownLoading

        USA Midtown

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        Attack
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        Numbani Loading Screen

        Numbani

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        Attack
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        Paraíso pvp

        Brazil Paraíso

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        Attack
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        Push

        Push  Push Map Strategies
        Map Strategy & Stage Tips
        Push

        Overall Strategy

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        Colosseo (day)

        Italy Colosseo

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        Pushing
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        PortugalPush

        Portugal Esperança

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        Pushing
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        Defending
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        Toronto

        Canada New Queen Street

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        Pushing
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        Defending
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        Runasapi 2

        Peru Runasapi

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        Pushing
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        Defending
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        Flashpoint

        Flashpoint  Flashpoint Map Strategies
        Map Strategy & Stage Tips
        Flashpoint

        Overall Strategy

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        Aatlis loading screen

        Morocco Aatlis

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        Station
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        Garden
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        Town Center
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        Bazaar
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        Resort
        Strategy details missing.
        New Junk City

        Australia New Junk City

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        Arena
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        The Ducts
        Strategy details missing.
        Refinery
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        Junkyard
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        Bomb Flats
        Strategy details missing.
        Suravasa

        India Suravasa

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        Market
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        Garden
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        Palace
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        Temple
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        Ruins
        Strategy details missing.

        Achievements

        Name Icon Description Reward
        Mine Like A Steel Trap
        Ability-Junkrat3 Knock an enemy into your steel trap using Junkrat's Concussion Mine in Quick or Competitive play.
        Spray Junkrat Pixel
        Pixel
        Roadkill
        Ability-Junkrat5 Kill 4 enemies with a single use of Junkrat's RIP-Tire in Quick or Competitive play.
        Spray Junkrat Cute
        Cute

        Trivia

        Cultural References

        Merchandise

        The Nendoroid Junkrat figure

        The Nendoroid Junkrat figure

        Development

        An early iteration of Junkrat

        An early iteration of Junkrat

        Removed abilities

        Removed Perks

        Aluminium Frame
        Hero-ability-circle
        Perk AluminiumFrame
        Type
        Minor Perk
        Steel Trap's throw range is increased by 50% and trapped enemies cannot be healed.

        Additional details:

        Tick Tock
        Hero-ability-circle
        Perk TickTock
        Type
        Major Perk
        Concussive Mine strengthens 0.25 second after landing, increasing damage by 50%, explosion radius by 50%, and health by 200%.

        Additional details:
        • Removed in Season 18.

        Media

        Former Portrait

        Concept Art

        Videos

        Balance Change Logs

        For more information, see Patch Notes.

        Overwatch PvP
        Patch
        Description

        Mine Recycling Mine Recycling – Major Perk

        • Moved from Minor to Major Perk.
        • Eliminations with Concussion Mine restore one charge.

        Bomb Voyage Bomb Voyage – Minor Perk

        • Moved from Major to Minor Perk.
        • Attack speed bonus reduced from 35% to 25%.
        The travel speed of Junkrat’s grenades is limiting, especially with the overall increase in hero mobility. Increasing projectile speed without altering the arc should improve consistency while preserving weapon feel. The Frag Cannon perk adjustments keep its bonus within reasonable bounds while removing the perk’s downside.

        Ability-Junkrat1 Frag Launcher

        • Projectile speed increased from 25 to 30.

        Perk FragCannon Frag Cannon (Perk)

        • Projectile speed increase reduced from 40% to 25%.
        • No longer reduces ammo capacity.

        Perk AluminiumFrame Aluminium Frame - Minor Perk

        • Removed.

        Mine Recycling Mine Recycling - Minor Perk

        • New Minor Perk.
        • Killing blows with Concussion Mine restore one charge.

        Perk TickTock Tick Tock - Major Perk

        • Removed.

        Bomb Voyage Bomb Voyage - Major Perk

        • New Major Perk.
        • After launching with Concussion Mine, Junkrat gains 35% increased attack speed for 3 seconds.

        Perk AluminiumFrame Aluminum Frame - Minor Perk

        • Now prevents trapped enemies from being healed instead of revealing them through walls.

        Perk TickTock Tick Tock - Major Perk

        • Concussion Mine arming time reduced from 0.5 to 0.25 seconds.

        Perk AluminiumFrame Aluminum Frame

        • Now also reveals trapped enemies to allies.

        Perk TickTock Tick Tock

        • The description has been changed to "Concussive Mine strengthens .5 seconds after landing, increasing damage by 50%, explosion radius by 50%, and health by 200%."
        Hero Perks

        Perk AluminiumFrame Aluminium Frame

        • Steel Trap's throw range is increased by 50%.

        Perk NitroBoost Nitro Boost

        • During RIP-Tire, use Ability 1 to gain a quick boost of speed. Doing so reduces RIP-Tire's damage by 50%.

        Perk FragCannon Frag Cannon

        • Frag Launcher's projectile speed is increased by 40%, but its max ammo is reduced by 1.

        Perk TickTock Tick Tock

        • Concussive Mine arms .5 seconds after landing, increasing damage by 50%, explosion radius by 50%, and health by 200%.
        Global Projectile Size Bonus
        • Projectile radius large reduced from 0.15 to 0.12 meters.
        Developer Comments: We're increasing the cooldown on Concussion Mine to reduce the frequency of both Junkrat's mobility and burst damage combo.

        Ability-Junkrat2 Concussion Mine

        • Cooldown increased from 7 to 8 seconds.
        Developer Comment: This is mostly a reversion back to how Junkrat's grenades used to ricochet in early Overwatch, which enables more control over the angle of the bounce and helps the weapon better control spaces with some tricky shots, but the projectile size is now reduced after a couple of bounces so there will be fewer random feeling direct impacts near the end of the projectiles lifetime.

        Ability-Junkrat1 Frag Launcher

        • Projectile size is now reduced by half after the second ricochet.
        • Projectiles preserve slightly more velocity on ricochet.
        Developer Comment: Junkrat's weapon has great damage output but is unreliable outside of close range due to its slow projectile speed, which is an intended drawback to its high output. The Season 9 health changes affected Junkrat more than most other heroes since it now requires one more shot to secure an elimination. We're increasing the damage on direct impacts to return to 2 direct hits for an elimination, without making his combo with Concussion Mine as deadly as before since that one is much easier to execute.

        Ability-Junkrat1 Frag Launcher

        • Impact damage increased from 40 to 45 (Total damage increased from 120 to 125).

        Ability-Junkrat2 Concussion Mine

        • Cooldown decreased from 8 to 7 seconds.
        • Maximum damage increased from 110 to 120.
        • Minimum damage increased from 20 to 55.
        General updates

        Most damage-dealing projectile sizes have been increased by a new global modifier added to their base size.

        • +0.05 meters for hitscan projectiles with a high rate of fire or spread (e.g., Tracer's Pulse Pistols or Reaper's Hellfire Shotguns).
        • +0.08 meters for hitscan projectiles that are more precise (e.g., Cassidy's Peacekeeper or Soldier:76's Heavy Pulse Rifle).
        • +0.05 meters for travel time projectiles that are shotguns or have a very high rate of fire (e.g., Roadhog's Scrap Gun or Ramattra's Void Accelerator).
        • +0.10 meters for travel time projectile with a speed greater than 50 meters per second (e.g., Zenyatta's Destruction Orb).
        • +0.15 meters for travel time projectile with a speed less than or equal to 50 meters per second (e.g., Pharah's Rocket Launcher).
        • Very large projectiles with a base size greater than 0.5 meters have been excluded from these increases (e.g., Orisa's Energy Javelin or Reinhardt's Fire Strike).

        Hero combined HP (base health/armor/shields) increased by 15-25%.

        • 150-175 HP heroes increased by 25 HP.
        • 200-300 HP heroes increased by 50 HP.
        • 300+ HP (Tanks) increased by 75-100 HP.
        • Each hero's precise health increases are listed in their patch notes below.

        Ultimate Charge

        • All Ultimate ability costs increased by 10%.

        Regenerative Passive for All Heroes

        • All heroes now regenerate 20 health per second after 5 seconds of not taking damage.

        Damage Role Passive

        • Reload speed bonus on elimination has been removed.
        • New role passive: Dealing damage reduces enemy healing received by 20% for 2 seconds.

        Quick Melee

        • Damage increased from 30 to 40.
        Hero updates
        • Health increased from 200 to 250.

        Ability-Junkrat1 Frag Launcher

        • Base projectile size reduced from 0.25 to 0.2 meters.
        Developer Comments: The previous adjustment to Concussion Mine's maximum damage lowered the effectiveness of Junkrat's grenade and mine combos too much so we are increasing the damage amount slightly.

        Ability-Junkrat2 Concussion Mine

        • Maximum damage increased from 100 to 110
        Developer Comment: As the Concussion Mine already has damage falloff the further from the explosion the enemy player is, lowering the maximum damage will require Junkrat to be slightly more accurate *to achieve the same lethality with some of his combos.

        Ability-Junkrat2 Concussion Mine

        • Maximum damage reduced from 120 to 100

        Ability-Junkrat3 Steel Trap

        • Arming time increased from .5 to .75 seconds
        • Trapped duration reduced from 3 to 2.5 seconds

        Ability-Junkrat3 Steel Trap

        • Fully locks movement again
        • Projectile speed increased from 10 to 15

        Ability-Junkrat1 Frag Launcher

        • Projectile size increased from 0.2 to 0.25

        Ability-Junkrat3 Steel Trap

        • No longer prevents all movement for its target
        • Now slows its target by 65% until they reach its max chain length, then it breaks
        • Still prevents movement abilities from being activated
        • Damage increased from 80 to 100
        • Projectile speed increased from 10 to 17

        Overwatch Stadium
        Patch
        Description
        This combination of items has proven to be out of bounds recently, so we're shaving some statistical power from each of these.

        Zip Grease Zip Grease - Epic Weapon Hero Item

        • Removed 5% Weapon Power.

        Refreshing Radiation Refreshing Radiation - Epic Survival Hero Item

        • Max Life Overhealth Scaling reduced to 6% (Down from 8%).

        Jamison's Jumpers Jamison's Jumpers - Epic Survival Hero Item

        • Removed 10% Weapon Power.
        • Ability Power increased to 15% (Up from 10%).
        • Cooldown Reduction upon self detonating Concussion Mine reduced to 10% (Down from 15%).
        Junkrat's Ability Power builds have struggled to find their footing compared to his Weapon Power builds, so we're adding more power and consistency to both his Concussion Mine and Trap centric builds for increased build variety.

        Hop Boom Hop Boom - Power

        • Concussion Mine damage upon landing after detonating Concussion Mine on yourself increased to 20% reduced effectiveness (Up from 30% reduced effectiveness).

        Trap II, Esquire Trap II, Esquire - Power

        • Removed Arming time to spawn Mini Steel Trap.
        • Max Number of Mini Steel Traps increased to 5 (Up from 2).

        Rainin' Lead Rainin' Lead - Power

        • Frequency increased to every 0.25s (Up from 0.3s).

        Jamison's Jumpers Jamison's Jumpers - Epic Ability Hero Item

        • Added: "Detonating Concussion Mine on yourself reduces Concussion Mine cooldown by 15%".
        • Removed: +20% Concussion Mine Knockback Distance.
        • Added 25 Health.

        Refreshing Radiation Refreshing Radiation - Epic Survival Hero Item

        • Cost decreased to 9000 (Down from 10000).
        • Max Life Overhealth increased to 8% (Up from 5%).
        • Overhealth Duration increased to 5s (Up from 3s).

        Lithium Alloy Lithium Alloy - Epic Ability Hero Item

        • Cost decreased to 9500 (Down from 10000).
        • Added: +10% Ability Power.

        Rat Pack Rat Pack - Rare Ability Hero Item

        • Ability Power increased to 10% (Up from 5%).
        • Steel Trap Health increased to 100% (Up from 50%).

        Charged Chompas Charged Chompas - Epic Ability Hero Item

        • Ultimate Charge gain now triggers on all Ability damage (Instead of just Total Mayhem damage).

        Spiked Gloves Spiked Gloves - Rare Weapon Hero Item

        • Cost decreased to 4000 (Down from 4500).

        Thermal Traps Thermal Traps - Rare Survival Hero Item

        • Cost decreased to 3750 (Down from 4000).
        Developer Comments: Slapnel is a fun mobility option that isn't picked very often, so we're hoping to make it feel like a more viable option compared to the other Powers.

        Slapnel Slapnel - Power

        • Cooldown reduced to 6s (down from 10s).
        Developer Comments: Junkrat has brought his branded mayhem to Stadium but mostly on the back of his Weapon focused powers. We're adding some power to some of his Ability Power focused powers and items to help make them more attractive options.
        • Increased cash income from damage and healing by 11.11%.

        Double Trouble It's A(Nother) Trap

        • Fixed an issue where using Steel Trap while you had 1 charge would also consume the recharging charge.

        Hop Boom Hop Boom - Powerh

        • Now deals 30% reduced damage (up from 50% reduced).

        Rainin' Lead Rainin' Lead - Power

        • Frequency increased to every 0.3s (up from 0.4s).

        Lithium Alloy Lithium Alloy - Epic Ability Hero Item

        • Burn damage increased to 75 (up from 50).

        Fawkes' Funny Fuel™ Fawkes' Funny Fuel™- Epic Ability Hero Item

        • Ability Power increased to 15% (up from 10%).
        • Ability Lifesteal increased to 15% (up from 10%).
        • Added to the Stadium Hero Roster

        Frags For Days 2 Frag 2 Frurious - Power

        • Frag Launcher has a 25% chance to shoot an additional projectile that deals 66% reduced damage.

        Big Bang Big Bang - Power

        • When a Frag Launcher shot bounces, its projectile size increases by 33%.

        Soot Shaker Soot Shaker - Power

        • After detonating Concussion Mine, gain 15% increased Attack Speed for 1.5s and refunds 20% Max Ammo.

        Bango! Bango! - Power

        • Frag Launcher Direct Hits without bouncing burn for 20% extra damage over 2s

        Bingo! Bingo! - Power

        • Frag Launcher Direct Hits without bouncing reduce cooldown of all abilities by 25%.

        Double Trouble It's A(nother) Trap - Power

        • Gain 1 additional charge of Steel Trap.

        Trap II, Esquire Trap II, Esquire - Power

        • After Concussion Mine has landed for 0.5s, detonating it will spawn a mini Steel Trap that slows instead of immobilizing.

        Slapnel Slapnel - Power

        • Quick Melee explode for up to 100% Quick Melee damage, knocking you and nearby enemies back. (10s Cooldown)

        Hop Boom Hop Boom - Power

        • After launching yourself with Concussion Mine, detonate a Concussion Mine wherever you land with 50% reduced effectiveness.

        Rainin' Lead Rainin' Lead - Power

        • After launching yourself, drop 1 Total Mayhem bomb with 25% reduced damage every 0.4s while you are airborne.

        Gachabomb Gachabomb - Power

        • 20% Total Mayhem Explosion Radius Total Mayhem creates a random number of additional bombs.

        Rip Roll Rip Roll - Power

        • 20% Ultimate Cost Reduction
        • During your ultimate, enter your Rip Tire. Launch out when it is destroyed or triggered.

        Springier Spring Springier Spring - Rare Weapon Hero Item

        • 25 Health
        • +5% Attack Speed
        • +25% Frag Launcher Bounce Distance
        • Cost: 4500

        Spiked Gloves Spiked Gloves - Rare Weapon Hero Item

        • 25 Health
        • +5% Weapon Power
        • Deal 10% increased damage and 25% increased Quick Melee damage to enemies that are airborne.
        • Cost: 4500

        Improvised Explosives Improvised Explosives - Rare Ability Hero Item

        • +10% Ability Lifesteal
        • +10% Starting Ultimate Charge
        • After detonating Rip Tire, trigger Total Mayhem in 0.5s.
        • Cost: 4000

        Rat Pack Rat Pack - Rare Ability Hero Item

        • +5% Ability Power
        • +50% Steel Trap Health
        • Steel Trap refunds 33% cooldown when destroyed.
        • Cost: 4000

        Thermal Traps Thermal Traps - Rare Survival Hero Item

        • +25 Health
        • When Steel Trap triggers, reveal the target and gain 25% Move Speed and 10% Attack Speed for 3s.
        • Cost: 4000

        Zip Grease Zip Grease - Epic Weapon Hero Item

        • +25 Health
        • +5% Weapon Power
        • After detonating Concussion Mine, your next 2 Frag Launcher shots gain 200% Projectile Speed and deal 10% increased damage to airborne enemies.
        • Cost: 10000

        Charged Chompas Charged Chompas - Epic Ability Hero Item

        • +50 Health
        • +10% Ability Power
        • Whenever Total Mayhem deals damage, gain 3% Ultimate Charge.
        • Cost: 10000

        Fawkes' Funny Fuel™ Fawkes' Funny Fuel™ - Epic Ability Hero Item

        • +10% Ability Power
        • +10% Ability Lifesteal
        • +15% Concussion Mine Explosion Radius
        • If Concussion Mine is 5m above the ground when detonated, increase its explosion radius by 25%.
        • Cost: 10000

        Lithium Alloy Lithium Alloy - Epic Ability Hero Item

        • +25 Health
        • +50% Steel Trap Throw Distance
        • Triggering Steel Trap burns the enemy for 50 Ability Damage over 3s.
        • Cost: 10000

        Jamison's Jumpers Jamison's Jumpers - Epic Survival Hero Item

        • +10% Weapon Power
        • +10% Ability Power
        • +20% Concussion Mine Self Knockback Distance
        • Cost: 10000

        Refreshing Radiation Refreshing Radiation - Epic Survival Hero Item

        • +10% Cooldown Reduction
        • +50% Concussion Mine Health
        • For each target detonated by Concussion Mine, gain Overhealth equal to 5% of Max Life for 3s.
        • Cost: 10000

        Overwatch 1
        Patch
        Description

        Ability-Junkrat1 Frag Launcher

        • Impact damage reduced from 50 to 40 (Total 130 to 120)

        Ability-Junkrat2 Concussion Mine

        • Trigger delay reduced from 0.156 to 0.1 seconds

        Ability-Junkrat5 RIP-Tire

        • Time to take control of Junkrat post detonation has been reduced from 1.5 to 0.9 seconds

        Developer Comment: These are a couple quality of life changes for Junkrat. This makes it possible to do some Concussion Mine jumps that were no longer possible after a previous increase to its projectile speed.

        Ability-Junkrat1 Frag Launcher

        • Projectiles maintain slightly more velocity on ricochet

        Ability-Junkrat2 Concussion Mine

        • Projectile speed increased from 20 to 25
        • Ricochet distance off of enemy players greatly reduced

        Ability-Junkrat4 Total Mayhem

        • Bomb detonation time reduced from 1 sec to 0.7
        • Bombs spread increased 50%

        Ability-Junkrat1 Frag Launcher

        • Projectile speed increased from 20 to 25
        • Grenades now bounce less but explode sooner

        Developer Comments: With this change, we’re looking to slightly increase the range at which Junkrat can land direct hits. The speed of his bombs has increased, but we tuned it so this wouldn’t affect the arc of his projectile. This means that aiming with it will feel the same. The grenades bounce less and explode sooner, which will allow Junkrat to aim them more deliberately. This will reduce the amount of rolling grenade spam when playing against him.

        Ability-Junkrat1 Frag Launcher

        • Impact damage increased from 40 to 50

        Ability-Junkrat5 RIP-Tire

        • Cost increased by 10%

        Developer Comments: Junkrat is one of the best barrier and tank busters in the game, and this change will help solidify this role. This doesn’t change the Frag Launcher’s explosive damage, which remains at 80. The total damage for direct impact is now 130, up from 120. Since we increased Frag Launcher’s damage output, Junkrat builds his ultimate too quickly. We’re increasing the cost of his ultimate to balance this change with his increased damage-dealing capabilities.

        Ability-Junkrat5 RIP-Tire

        • Now restores ammunition after completion

        Developer Comments:The change removes the need to immediately reload after a long duration ultimate.

        Ability-Junkrat1 Frag Launcher

        • Projectile size decreased from 0.3 to 0.2

        Ability-Junkrat5 RIP-Tire

        • Tire movement speed decreased from 13 to 12

        Developer Comments: These changes are aimed at lowering some of the most frustrating parts about playing against Junkrat. Decreasing the Frag Launcher’s projectile size means he will have to aim a bit more carefully to land powerful direct hits and slowing the RIP-Tire’s movement speed gives his opponents slightly more time to destroy it before it detonates.

        Ability-Junkrat2 Concussion Mine

        • Now will deal less damage to targets farther away from the explosion’s center

        Developer Comments: Junkrat has been enjoying the flexibility his double-charge Concussion Mine provides, but it has become a bit too easy to throw out huge bursts of damage in a large area. With this change he can still dish out similar damage but he must now be more accurate with his tosses.

        Ability-Junkrat2 Concussion Mine

        • Junkrat can now hold two mines

        Ability-Junkrat5 RIP-Tire

        • Tire’s movement speed has been increased by 30%
        • There is no longer a time limit when wall climbing

        Developer Comments: Giving the Junkrat the ability to store two concussion mines adds some much-needed flexibility and versatility to his kit, particularly when using the mines for mobility. RIP-Tire’s damage has always been very good, but it was often difficult to steer the tire into position before it was destroyed. Increasing its speed will allow players to effectively detonate the tire more often and decrease the amount of time that Junkrat is vulnerable while controlling it.

        Ability-Junkrat4 Total Mayhem

        • Junkrat’s explosions no longer hurt himself

        Developer Comments: Previously, Junkrat’s projectile speed made him difficult to use at long ranges, but the damage he took from his own explosions made him difficult to use at close ranges. This change makes him more effective at close ranges, allowing Junkrat players to explore new strategies.

        Ability-Junkrat5 RIP-Tire

        • Ability now activates more quickly

        Developer Comments: Junkrat can be an extremely effective hero in the right hands, but RIP-Tire often felt underpowered when compared to his counterparts.

        References

        1. 2015-09-21, A Moment in Crime Special Report: "The Junkers" | Overwatch. YouTube, accessed on 2015-09-27
        2. Overwatch 2, Junkrat Quotes
        3. 2016-06-09, What is in Junkrat's canteen?. Blizzard Entertainment, accessed on 2017-10-26
        4. Wrecking Ball Live-Drawing & Art Discussion
        5. 2017-09-15, Blizzard Virtual Press Tour: Ana, Junkrat and Volskaya Foundry Map coming to the Nexus. Blizzplanet, accessed on 2017-09-17
        6. 6.0 6.1 Heroes of the Storm
        7. 2017-05-18, Overwatch director wants more story for Symmetra and Pharah. Polygon, accessed on 2018-10-21
        8. 2016-01-09, Junkrat Voice Lines: (at 2:08) "Remember, remember... What the heck was I saying again?"
        9. 2018-02-19, New Overwatch toys and figurines coming to Toy Fair 2018. Blizzard Watch, accessed on 2018-02-20
        10. 2018-06-29, The new Junkrat Nendoroid is adorably terrifying. Blizzard Watch, accessed on 2018-07-01
        11. 2018-10-09, OVERWATCH HALLOWEEN TERROR GEAR AVAILABLE NOW. Blizzard Entertainment, accessed on 2018-10-10
        12. 12.0 12.1 The Art of Overwatch
        13. 2016-04-22, The Story of Overwatch: Return of the 90s Shooter. YouTube, accessed on 2016-09-08

        External links