![]() Then on the flip side, if you want to be at medium range and not right in the thick of it, you can take pot shots from farther out to do more damage and recover if you are hurt. T he great thing about Junkrat is that he is so versatile, so if you find yourself being rushed by the enemy team you have enough firepower with direct hits to at least survive till backup arrives, or do big damage for your team to swoop in and clean them up. If you have a tank that can protect you with a shield like Reinhardt, and a Healer like Mercy to keep you healed up, you can just spam explosives at the enemies without getting too hurt and dealing maximum damage. Junkrat usually does best on a team that has a Tank and a Healer on it. With Junkrat's weapon you can fire the projectiles over walls this can be a good way to help push enemies back and get damage on them without getting into the firing line. As the damage role you can dip in and out doing as much damage as possible by doing this you can efficiently push enemies off of objectives and help keep them off your team. From there you can rain down explosives and do serious damage to the enemy team. Huge difference maker if you can get this down. ![]() Overwatch 2 is a much different balance, so seeing heroes make the shift with little or no changes is jarring. There’s nothing inherently wrong with Junkrat’s kit, but it’s clear that it’s designed around a game with shields. A great play for Junkrat is to use the Concussion Mine to launch you into a high vantage point. Go to YouTube and search for Junkrat double jump to learn the technique. Your post is a perfect example of one of these issues. ![]() If you can set your knockbacks and Steel Traps then you are able to safeguard an objective and help your team to propel the enemy. This also allows you and your team to damage enemies when they are trapped in place and cannot fight back. This is a great way to protect your team and objectives to stop enemies from approaching. This ability is a trapping ability, when you place this down and an enemy walks into it then they will be trapped in place. This will knock Junkrat forward and help him to get to high places and quickly traverse the map, but keep in mind that while you can carry two mines, only one mine can be active at once. This mine will knock the enemy back and damage them a bit when detonated, and by using the passive ability Total Mayhem, that combination will stop Junkrat from being damaged by his own explosives, meaning that you can throw down a mine and detonate it. Unlike most mines this is a remote detonation, so you have to blow it up rather than it being activated when an enemy comes near it. This Mine is a knockback mine that you can throw out to knock enemies back. Junkrat also has two abilities, the Concussion Mine, and Steel trap, he also has his Ultimate which is the Rip-Tire.
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