Created June 3, 2022
Mochrie's Tracer Build Guide (Grand Master Tracer)
Last updated June 2, 2022.
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Hi! I'm Mochrie ("mock-ree"). I main DPS and healer in Grand Master, and this is how I build Tracer.
https://www.twitch.tv/MochrieTV
https://www.youtube.com/MochrieTV
https://twitter.com/MochrieTV
https://discord.gg/TdggqES
Hi! I'm Mochrie ("mock-ree"). I main DPS and healer in Grand Master, and this is how I build Tracer.
1
One-Two Punch
Reduce the cooldown of Melee by 1 second and it gains an additional charge.
One Two Punch default.
Tracer Rounds when you can't step up into enemy team's face (such as versus Brightwing and Taunt Varian). The extra range is also just super nice in any given game where you're planning on playing for auto-attacking in teamfights all day long.
Tracer Rounds when you can't step up into enemy team's face (such as versus Brightwing and Taunt Varian). The extra range is also just super nice in any given game where you're planning on playing for auto-attacking in teamfights all day long.
4
Pulse Generator
Successfully sticking a Pulse Bomb to an enemy Hero heals Tracer for 18% of her maximum Health over 1.5 seconds and refunds a charge of Blink.
Pulse Gen every game, it's nutty. The value of the other two choices simply does not compare.
7
Locked and Loaded
Reactivate Reload within the last 50% of its cast time to increase Tracer's Basic Attack damage by 40% for that magazine.
Locked and Loaded if you can hit it, but there is 0 shame in picking Sleight of Hand. If I were new to Tracer, I would pick Sleight of Hand until I became more comfortable with the character overall.
10
Pulse Rounds
Increases Pulse Bomb's range and charge rate from Basic Attacks against Heroes by 100%.
Each 10 is viable and serves a different purpose:
Pulse Rounds: Best teamfight sustained carry build. You pick this when you just want to AA forever in fights and hard carry through putting out massive amounts of DPS.
Sticky Bomb: Better for ganking and punishing supports without Cleanse. Also fine to pick into a lot of supports WITH Cleanse, but if you pick Sticky Bomb into Brightwing, you deserve to retire from this hero immediately and play something else.
Quantum Spike: Good if your team comp is playing for full burst, such as say Anub + Greymane + Tracer + Tyrande, to give an example. This is definitely my least-picked level 10 though.
Pulse Rounds: Best teamfight sustained carry build. You pick this when you just want to AA forever in fights and hard carry through putting out massive amounts of DPS.
Sticky Bomb: Better for ganking and punishing supports without Cleanse. Also fine to pick into a lot of supports WITH Cleanse, but if you pick Sticky Bomb into Brightwing, you deserve to retire from this hero immediately and play something else.
Quantum Spike: Good if your team comp is playing for full burst, such as say Anub + Greymane + Tracer + Tyrande, to give an example. This is definitely my least-picked level 10 though.
13
Jumper
Passive: When Blink has no charges remaining, its cooldown charges 150% faster.
Casting Blink grants Tracer a Shield equal to 6.5% of her maximum Health for 3 seconds. This Shield stacks up to 3 times.
13 is always Jumper. This talent is just miles ahead of the competition in value.
16
Ricochet
Tracer's Basic Attacks have a 60% chance to hit another nearby enemy, prioritizing Heroes.
I default Ricochet here, but all Tracer 16s are viable.
Ricochet: Default best in vast majority of SL games. Best at the teamfight-hypercarry constant DPS role. I pick this at least 75% of my games.
Heavy Handed: Great at countering high-armor heroes like Garrosh, Deathwing, and Cassia. Also good if your team is playing to delete people with coordinated burst and does not already have a source of armor reduction (remember, multiple armor reduction abilities do not stack with one another!).
Bullet Spray: Only pick this if your team DESPERATELY needs clear or if you're just gonna solo splitpush side lane in late-game. I HARDLY ever pick this talent, but very occasionally it is necessary.
Ricochet: Default best in vast majority of SL games. Best at the teamfight-hypercarry constant DPS role. I pick this at least 75% of my games.
Heavy Handed: Great at countering high-armor heroes like Garrosh, Deathwing, and Cassia. Also good if your team is playing to delete people with coordinated burst and does not already have a source of armor reduction (remember, multiple armor reduction abilities do not stack with one another!).
Bullet Spray: Only pick this if your team DESPERATELY needs clear or if you're just gonna solo splitpush side lane in late-game. I HARDLY ever pick this talent, but very occasionally it is necessary.
20
Get Stuffed!
Increase Meleeās Pulse Bomb charge against Heroes from 10% to 20%. Hitting an enemy with Melee who is stuck with a Pulse Bomb causes the bomb to instantly explode and knock the target away.
Get Stuffed! is nutty and basically only limited by your creativity. This is peel, burst, extra bombs (which subsequently mean extra self-healing and mobility with Pulse Generator at level 4), kill creation, channel interrupts, etcetera. There's a TON you can do with this level 20!
Total Recall is decent if you're not great at Tracer, but the better you get at avoiding damage, the worse this talent becomes.
Total Recall is decent if you're not great at Tracer, but the better you get at avoiding damage, the worse this talent becomes.
Balance Patch - 05/18/2021
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