“8 + 2” no-brainer tips

for playing Junkrat

“8 + 2” no-brainer tips for playing Junkrat

Junkrat is a versatile character mostly used to lock down parts of the map, making it really hard for the enemy team to push into those areas. By doing raw, uncontrolled damage, Junkrat is a force to reckon with. He is best used to hold choke points, deny the enemy team from entering important areas and peeling for the backline in some cases.

As a go-to strategy, you can attack the enemy team head on if they are pushing, or focus on defending one of your team’s flanks. If you made quick work of any approaching flanker with your trap and nades, you can join the main fight and focus on picking important targets from afar with your grenades that have no damage-falloff.

To help you, we’ve put together some basic Junkrat tips, keep these in mind when you are playing!

General tips

  • Don’t aim for where people are but where they are going. This needs a bit of experience, but different distances can be practiced easily. Also try to get a hang of fighting from highround, it helps if you can land your shots from different angles.
  • Junkrat can duel pretty well in confined areas. Lure your enemies into small rooms and finish them quickly.
  • Playing Junkrat is like a billiard sport (pool, snooker, etc). Learn how to bounce grenades off ground, around corners and walls and you can get picks  without actually seeing the enemy heroes.
  • Flanking is not your style, but if you are eager to do it, you can sometimes do tremendous amount of damage to unsuspecting enemies. Go for the backline and if the situation gets hot, use your mines to blow yourself towards your team and heal up.

 Character specific tips

  • Your RIP-Tire only makes noise when it’s making contact with the ground, apply this to trick your opponents by climbing walls. This is vital if you want to get picks. Also make sure that you are not solo-ulting an enemy team who is setting up, as they can kill the wheel more easily if they can pay attention easily.
  • Fire over tanks’ heads when they have the directional shields up (Rein and DVA), so bombs bounce behind them and land on their backside
  • Tit for tat! If you know you’re going to die as Junkrat, it can be worth getting closer to the enemy rather than running away – especially if opponents are at low health. The damage from your death might be enough to take someone with you 😉 Works especially well with your Trap, but you should avoid dying if you have a choice.
  • The grenades are slow and predictable, so if you find yourself in a 1v1 situation, judge if you can kill the enemy with mines and nades or you need to back off. Better safe than sorry, you need to trade better than one for one. Use your mine to push the enemy away and launch yourself in the air.

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  • Rip-Tires can pick up health packs to refill HP if damaged.

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  • A combination of the Steel Trap and Concussion Mine can kill 200 HP heroes in a single combo. This strategy works best when placing them over a health pack or at a well-used choke. Can also be used to get easy pick in the beginning of the game when you are playing on the defender side.

To increase your odds keep in mind these tips to utilize Junkrat’s abilities the best on the battlefield.

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1 Comment

  1. blackbiz

    The Zarya Subreddit seems like the right place to talk about this, since she was the backbone of the triple tank meta(Debatabley). Why do the devs seem so fixated on preventing players from grouping up close together? What with the addition of Doomfist, Sombra ,Brigete and Moira its nearly impossible to do anything as a deathball without hearing METEOR STRIKE or SURRENDER TO MY WILL. The progression into the modern meta, where so many new abilities are desighned to break up clusters of players, seems backwards to me because, while it might make for some cool gameplay in pro league with high skill strategies, we re all stuck playing casual mode where everyone is afraid to group up in case that one doomfist has an ult ready. Triple tank meta was a high point for casual players, in my opinion, because it was simple and straight to the point. It was alot easier to group up with your team in solo play if they were all behind a sheild then it is to catch up to that Winston and dva who want to jump the payload from behind.

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