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Last Edited March 19, 2020

The ONLY Tracer Build - Grandmaster Tracer Main





Hey! I'm Mochrie, and I stream Grandmaster ranged assassin gameplay + main Tracer! 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, experimentation, and research into this hero and have come to this conclusion: this is the only build you should be playing 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 bushes around the Immortals.
Is That a Health Pack?!
Increases Regeneration Globe and Healing Fountain healing by 100%.
If you think you can stack Untouchable + can afford to wait to scale into the late game, go for it. Big synergy with Ricochet (13) and lifesteal (Tassadar's Khala's Embrace and Mal'Ganis's Vampiric Aura).

Is That a Health Pack?! is a fantastic choice in most games, and easily the most consistent level 4. This helps you lean off of depending entirely on your support for sustain, and also allows big plays via pre-tapping Healing Fountains before big fights.

Parting Gift has long been considered the best choice, but I question that. I did some analysis of the pro scene, and found that it hardly ever got value (I watched the last 10 HGC Tracer games that POILK, Rich, and ScHwimpi played, in which they only generated 3 kills with across all 30 games). Given its extreme inconsistency + difficulty of use, I do not recommend picking Parting Gift.
Bullet Time
Basic Attacks lower the cooldown of Blink by 0.15 seconds.
Bullet Time every single game. Jumper is one of the few talents in the game that literally makes your hero worse, and Spatial Echo is both 1) a "win more" talent 2) inconsistent.
Quantum Spike
Pulse Bomb deals an additional 7% of the primary target's maximum Health.
Quantum Spike every single game.

Sticky Bomb may become the pick if Quantum Spike ever gets nerfed more. It's a very strong area slow (the extra AoE damage isn't really why you'd pick it), and as such possibly has some use in certain niche comps, but IMO this hasn't been researched thoroughly enough to know for sure.

Pulse Rounds is deceptively bad. It only triggers on Heroes, and only on your AAs, which only comprise about half of your charge rate anyway. The range is also unnecessary, as you generally want to be as close as possible when throwing bombs for more accuracy + to Melee the target for full burst. The HeroesHearth tooltip is also bugged to say +150% charge, when it is actually +100%.
Your Basic Attacks have a 50% chance to hit another nearby enemy, prioritizing Heroes.
Tracer has the most freedom of positioning of pretty much any character in the game. This means you can sit at the edge of fights and free-harass someone who trades poorly into you (most tanks fall in this category), and simultaneously get free poke on the backline. I pick it every game.

Bullet Spray gives you some waveclear and makes it easier to dive-burst combo people, but shouldn’t ever be picked in a competently-drafted game. It simply doesn’t compare to Ricochet’s MASSIVE dmg increase and synergy with your 16 tier.

Don't even think about Leeching Rounds. It heals for very little (20% and you won’t have Ricochet, which is what makes your AA damage actually good). Plus, given Tracer’s small health pool, you’re actually really bad at dealing damage when low. So you won’t be able to trigger the healing when you need it, and even then it’s not much, and even THEN it’s only on heroes. Terrible, terrible talent.
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.

Focus Fire is less damage than Locked and Loaded and doesn't benefit from Ricochet, so it's pretty bad.

Sleight of Hand's tooltip is incorrect. It's actually about a 23.08% damage increase. It still isn't worth picking over Locked and Loaded, unless you just can't hit that talent.
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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