BlueThundah
New member
Primary fire: Grenade Launcher. Junkrat’s slow firing gun launches a low velocity, bouncy projectile which does 50 impact damage and 35 explosion damage. The impact is gun damage and the explosion is spirit damage. Explosion is ~3 meters or whatever is just large enough to get two characters inside. The bombs are on a two second timer and will explode they will solely do explosion damage. Mystic expansion affects this radius. The explosions do a slight knock back but not enough to take characters far off their feet or break inertia.
Ability 1; satchel charge
Junkrat tosses a satchel charge that he can detonate by pressing the ability button again. The satchel does 150 spirit damage, 1.2x spirit scaling. 6 meter radius. Additionally, the satchel will do a large kickback, propel whoever is hit away from it, including junkrat and his teammates, who take no damage from the satchel. Cooldown 19 seconds. Upgrade 1: satchel charges slow enemies for 15% on hit and another 10% on landing. Tier 2: Ability takes charges. One base charge. Tier 3: +1 charge, +30 base damage and +2m base ability radius.
Ability 2: Junk Trap
Junkrat throws out a trap that locks any enemy who steps on it in place for 3.5 seconds. The trap is invisible past 15 meters, but stays visible for a few seconds after spotting same as in is items on characters. Traps can be destroyed by shooting them but heavy meleeing them will result in being trapped. Deals 60 damage on trapping an enemy, and an additional 60 bleed damage over the next 6 seconds. .8 spirit scaling on the bleed, weapon scaling on the trap damage. Traps reveal enemies who are caught on the minimap to all teammates and through walls to Junkrat for as long as they are bleeding. Trap does not respawn until it is stepped on or junkrat throws another. Cooldown 15 seconds. Upgrade 1: +30 base bleed damage Upgrade 2: Junkrat can now have two traps out at once (no charges) Upgrade 3: -5 trap cooldown and -8 meters detection radius.
Ability 3: Passive, Junk Pile
Every kill that Junkrat gets a kill, increase his junk pile stacks, which increases his weapon damage by 1%, his spirit by 1, his souls gained every time he gains souls form any source by 1, increase ability radius by 1%, sprint speed by .1, ammo by 1%, health by 10, spirit armor by 1%, weapon armor by 1%, melee resist by 1%, move speed slow resist by 1%, increase duration by 1%, increase rip tire base damage by 10 and base bleed damage by 1. Upgrade 1: Junkrat drops a bandolier of grenades when he dies. The amount of grenades he drops is 1+his number of junk pile stacks. The grenades deal damage the same way as his primary fire. Max 20 grenades. Traps also drop 3 grenades when stepped on or destroyed (does not scale) Upgrade 2: Gain junk piles from assists. applies retroactively. Upgrade 3: every junk pile stat increase goes from 1 to 3 e.g. 1%->3% weapon damage per stack, 1->3 extra souls per pile earned upon earning any souls, +10hp->+30hp per stack. Gain junk piles from deaths. All apply retroactively.
Ultimate: R.I.P. Tire; Junkrat pilots an IED filed tire towards his enemies. Junkrat has 10 seconds to pilot it before it explodes. Tire can be shot down and will explode harmlessly, hp scaling of 250 to start then up to ~750 with upgrades and scaling over the course of the game. Move speed of 18, does not scale with items. 25 meter base radius, 250 base spirit damage + 60 bleed damage over 3 seconds. .4 spirit scaling in both Cooldown 240 seconds. Rip tire can be destroyed by shooting at it before it explodes, Upgrade 1: -80 cooldown, +50 base damage. Upgrade 2: -60 cooldown, +60 base tire health. Upgrade 3: +7 radius, +200 base tire HP
Ability 1; satchel charge
Junkrat tosses a satchel charge that he can detonate by pressing the ability button again. The satchel does 150 spirit damage, 1.2x spirit scaling. 6 meter radius. Additionally, the satchel will do a large kickback, propel whoever is hit away from it, including junkrat and his teammates, who take no damage from the satchel. Cooldown 19 seconds. Upgrade 1: satchel charges slow enemies for 15% on hit and another 10% on landing. Tier 2: Ability takes charges. One base charge. Tier 3: +1 charge, +30 base damage and +2m base ability radius.
Ability 2: Junk Trap
Junkrat throws out a trap that locks any enemy who steps on it in place for 3.5 seconds. The trap is invisible past 15 meters, but stays visible for a few seconds after spotting same as in is items on characters. Traps can be destroyed by shooting them but heavy meleeing them will result in being trapped. Deals 60 damage on trapping an enemy, and an additional 60 bleed damage over the next 6 seconds. .8 spirit scaling on the bleed, weapon scaling on the trap damage. Traps reveal enemies who are caught on the minimap to all teammates and through walls to Junkrat for as long as they are bleeding. Trap does not respawn until it is stepped on or junkrat throws another. Cooldown 15 seconds. Upgrade 1: +30 base bleed damage Upgrade 2: Junkrat can now have two traps out at once (no charges) Upgrade 3: -5 trap cooldown and -8 meters detection radius.
Ability 3: Passive, Junk Pile
Every kill that Junkrat gets a kill, increase his junk pile stacks, which increases his weapon damage by 1%, his spirit by 1, his souls gained every time he gains souls form any source by 1, increase ability radius by 1%, sprint speed by .1, ammo by 1%, health by 10, spirit armor by 1%, weapon armor by 1%, melee resist by 1%, move speed slow resist by 1%, increase duration by 1%, increase rip tire base damage by 10 and base bleed damage by 1. Upgrade 1: Junkrat drops a bandolier of grenades when he dies. The amount of grenades he drops is 1+his number of junk pile stacks. The grenades deal damage the same way as his primary fire. Max 20 grenades. Traps also drop 3 grenades when stepped on or destroyed (does not scale) Upgrade 2: Gain junk piles from assists. applies retroactively. Upgrade 3: every junk pile stat increase goes from 1 to 3 e.g. 1%->3% weapon damage per stack, 1->3 extra souls per pile earned upon earning any souls, +10hp->+30hp per stack. Gain junk piles from deaths. All apply retroactively.
Ultimate: R.I.P. Tire; Junkrat pilots an IED filed tire towards his enemies. Junkrat has 10 seconds to pilot it before it explodes. Tire can be shot down and will explode harmlessly, hp scaling of 250 to start then up to ~750 with upgrades and scaling over the course of the game. Move speed of 18, does not scale with items. 25 meter base radius, 250 base spirit damage + 60 bleed damage over 3 seconds. .4 spirit scaling in both Cooldown 240 seconds. Rip tire can be destroyed by shooting at it before it explodes, Upgrade 1: -80 cooldown, +50 base damage. Upgrade 2: -60 cooldown, +60 base tire health. Upgrade 3: +7 radius, +200 base tire HP