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Created July 25, 2018

The ONLY Tracer Build - Grandmaster Tracer Main, 75% winrate




Hey! I'm Mochrie, and I stream high master/grandmaster Tracer gameplay at a 75% winrate! I've spent a long time perfecting my play on this hero, even going so far as to make a 33 page guide on her for private use/coaching! I've put a lot of thought and experimentation into this hero, and have come to this conclusion: this is the only build you should be picking in any serious match.
Pulse Strike
Increases Melee's Pulse Bomb charge from 10% to 20% against Heroes.
Tracer Rounds can help you control the tri-bush area between mid and bot on Dragon Shire, as well as navigate through Battlefield of Eternity's middle section if you think you are going to have mobile fights.
Parting Gift
Recall leaves behind 3 bombs that deal 250 (+4% per level) damage each to different targets.
If you think you can stack Untouchable + can afford to wait to scale into the late game, go for it. I wouldn't recommend it in tournament games (much more burst-oriented + fewer silly deaths happen) but it works very well in Storm League, once you're good enough.

Is That a Health Pack?! is a fantastic option in uncoordinated games, especially since you probably won't have an ideal draft + perfect synergy with your support. In my opinion, this talent is actually the best choice for the majority of players in their games (Parting Gift requires a properly aggressive playstyle + Recall has been nerfed to a 30s CD, and Untouchable isn't reliable/effective in many situations).
Bullet Time
Basic Attacks lower the cooldown of Blink by 0.15 seconds.
Bullet Time every single game.
Quantum Spike
Pulse Bomb deals an additional 7% of the primary target's maximum Health.
Quantum Spike every single game.
Your Basic Attacks have a 50% chance to hit another nearby enemy, prioritizing Heroes.
Ricochet is busted.

Bullet Spray's main use is actually making it easier to burst an enemy hero down. Melee requires you to get prohibitively close to a target when bursting them down. Bullet Spray means you don't have to get so close, and you don't have to worry about an enemy target "stealing" your Melee hit. I would only consider taking this if my team was looking to take extremely fast fights, or if I can only get kills by diving, rather than through extremely high DPS over an extended fight. Ricochet the VAST majority of games, if not every HL game.

Don't even think about Leeching Rounds. It's hilariously garbage.
Locked and Loaded
Reactivate Reload within the last 50% of its cast time to increase your Basic Attack damage by 40% for that magazine.
The only reason you shouldn't take Locked and Loaded is because you can't hit it consistently. Practice until you can. Seriously just go into a custom game and kite camps around or something. This is a 100% requirement to proper Tracer play.

Never, ever take Focus Fire. Not only is it less +dmg than Locked and Loaded, but the bonus damage is also a separate instance of damage, meaning that you don't lifesteal off of it and it doesn't Ricochet. G a r b a g e.
Get Stuffed!
Reduces Melee's cooldown by 3 seconds. Hitting an enemy with Melee who is stuck with a Pulse Bomb causes the bomb to instantly explode and knocks the target away from you.
Get Stuffed! every single game. Burst potential, limits enemy counterplay, allows peeling and playmaking, more pulse bombs with significantly shorter Melee CD, it's simply the best option. Total Recall's +cooldown is insanely punishing and Composition B just doesn't do that much.
New Season - 7/10/18
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