|"It's a perfect day for some mayhem."|
|Anarchist, Thief, Demolitionist, Mercenary, Scavenger|
||Junkertown, Australia (formerly)|
| Chris Parson (English)
Stéphane Ronchewski (French)
|See This Hero On OverPwn|
- 1 Summary
- 2 Abilities
- 3 Strategy
- 4 Hero Match-ups
- 5 Story
- 6 Achievements
- 7 Cosmetics
- 8 Trivia
- 9 Videos
- 10 References
- 11 External links
- Junkrat uses a variety of explosives to wreak havoc on the battlefield.
- Use the knockback from your own Concussion Mine to quickly reposition yourself.
- RIP-Tire can devastate a group of enemies if they don't destroy it first.
Junkrat is a hero that excels at defending an area through the use of traps and indirect fire; he is valued for his damage output and area denial capabilities. He has strong mobility thanks to Concussion Mine and deals high (if inaccurate) damage with his Frag Launcher. The explosive and hard-to-aim nature of his weapon, however, makes it challenging for him to fight at close range without blowing himself up in the process.
Weapons & Abilities
- Total Mayhem (Passive): Upon death, Junkrat will drop a number of grenades that explode after a short delay. While each individual grenade deals little damage, an enemy can easily be killed if they take damage from all of the grenades.
- If you're about to die and confronting an enemy at close range, do your best to stay near to them, as Total Mayhem can net you a kill even after death.
- The grenades will be dropped at wherever Junkrat was killed, and do not inherit his momentum. Being killed while flying through the air will drop the grenades straight down to the ground.
- Frag Launcher: Junkrat's primary weapon. The Frag Launcher fires arcing grenades that bounce off of solid surfaces and explode when they hit an enemy, or after a short period of time.
- While these grenades deal high damage, they are hard to aim properly, especially at small targets or targets that are above Junkrat. They are best used to provide indirect fire, flooding an area with grenades in order to make traveling through it as dangerous as possible for Junkrat's opponents.
- The explosion from these grenades will damage Junkrat, so be wary of using them on targets that are right next to you.
- Concussion Mine: When activated, Junkrat will toss a mine a short distance that sticks to the first surface (vertical or horizontal) it hits. Junkrat can then use his secondary fire button to explode the mine, dealing damage in a small area and knocking back both Junkrat and any enemies caught in the explosion. Junkrat is not damaged by this explosion.
- Since Junkrat takes no damage from his own Concussion Mine, he can use its explosion to blow himself into the air to travel faster or reach higher ground.
- The knockback effect can also be used to knock enemies into pits, or to knock them away from Junkrat in order to give him some distance.
- The mine can be destroyed by enemy players, causing no explosion.
- Steel Trap: When activated, Junkrat throws a large bear trap onto the ground. If an enemy steps on the trap, they are immobilized for a few seconds, preventing them from turning or moving. If an enemy steps on the trap or destroys it, Junkrat will be alerted.
- Try to plant this trap in shadowed areas or around corners where enemies will be less likely to spot them before stepping on them. In a pinch, you can toss this trap on the ground at close range in the hopes of an enemy accidentally stepping on it.
- RIP-Tire: (Ultimate): Junkrat's Ultimate ability. When activated, Junkrat temporarily gains control of a fast-moving, explosive tire. His view switches to the RIP-Tire, which can be steered with your normal movement controls, and can climb walls by holding the jump button while next to them (much like Genji or Hanzo's passives). Pressing either your primary or secondary fire will cause the tire to detonate, dealing heavy damage in a decent area, or exploding automatically once the tire's duration runs out. The RIP-Tire has a Health pool that, if depleted, will cause the tire to disappear with no explosion.
- If Junkrat is killed while steering the RIP-Tire, he will still retain control of it until the tire either explodes or is destroyed.
- While Junkrat can deal tremendous damage with his Frag Launcher, it takes a considerable amount of skill and practice to accurately land grenades. In general, it's best to launch your grenades at an area, rather than at a specific target, as Junkrat's biggest strength comes from his ability to make any area hazardous to travel through. If you're forced to fight an opponent head on, try to lead your Frag Launcher shots so that your enemy will run into them.
- If you are confronted by an enemy up close, you should use either your Concussion Mine or Steel Trap to let you gain some distance, since firing grenades up close is just as likely to kill you as your enemy.
- Placing your Steel Trap and Concussion Mine well are key when playing Junkrat. Your Steel Trap should be placed in spots without much room to maneuver in order to force enemies to either destroy the trap or step on it. This can be used to protect your flank by telling you when an enemy is coming through the area where you dropped your trap. Place your Concussion Mine above a doorway or next to a wall that you know your opponents will be traveling by. The explosion can be used to both damage and separate the enemy team, allowing your team to pick off whoever gets blown towards you.
- RIP-Tire can be tricky to use. Its loud engines can be heard clearly by your opponents, giving them a general idea of where the tire is. Avoid driving it straight at your enemies, as they'll most likely be able to destroy it before it gets to them, wasting your ultimate. Instead, use side routes to get the tire behind your enemies, either by driving the tire through these routes, or taking the routes yourself and then unleashing the tire once you're behind them. Keep in mind that Junkrat is completely helpless while controlling the tire and easily killed, so try to activate RIP-Tire from a safe position.
- Junkrat's Concussion Mine can be placed on walls, ceilings, and even basketballs. This can be used as a tricky way to get an unexpected kill.
- A combination of the Steel Trap and Concussion Mine can instantly kill 200 HP characters. Additionally, this stradegy works best when placing it over a health pack or at a well-used choke.
VS. : Genji can reach to Junkrat on high ground very easy thanks to his Cyber-Agility and Swift Strike. Although Genji's shuriken deals soft damage to Junkrat, but provide with mobility, he can keep tossing it to Junkrat while jumping around. If Junkrat plans to fire a grenade with Frag Launcher, you can activate Deflect to send it back to Junkrat, which will force him to stop or kill him just by 1 or 2 grenades. Overall Genji has an upper hand when engage Junkrat in a close-range. By far, Genji is also another victim of Junkrat's Steel Trap combo when being unaware, as his nature is always flanking behind the opponent team. He is just dead after being trapped and flooded by grenades without Deflect to protect himself or by Concussion Mine. Being trapped during Dragonblade is problematic, as he is now an easy target for Junkrat and his ultimate will be wasted more than half of the duration.
VS. : McCree can shoot Junkrat from mid to long range where Junkrat is ineffective to shoot him back with Frag Launcher. If Junkrat is on the defend are and being high ground, he can randomly flood his grenades over the place where McCree is running in. With low mobility, McCree is an easy target to get most grenades. However, Junkrat's grenade blasts himself when uses it in close-range, leaving him weak when it is too close to him. With McCree's Flashbang, he can stop him from firing and followed by Fan the Hammer combo or just shoot his head followed by melee attack. Whatever option, if McCree doesn't have Combat Roll to perform when Junkrat's Total Mayhem grenades are dropped, McCree will take a good amount of damage, maybe enough to kill him when step. Although McCree has an upper hand, Junkrat doesn't likely to expose himself on McCree's vision and flood grenades to outside by random; not easy to counter Junkrat this way.
VS. : Pharah is nearly impossible to hit with Frag Launcher while she is in the air, and the splash damage from her rockets will regularly destroy both Concussion Mine and Steel Trap. She can avoid RIP-Tire easily, and even kill it before it has a chance to get to her team.
VS. : Reaper's Shadow Step allows him to get close to Junkat's spot on a high ground if Junkrat doesn't notice. Reaper stands at least 3 grenades when he was directly hit from Junkrat's Frag Launcher due to his higher health than common heroes. Up close, Reaper makes a short work on Junkrat as his powerful shotguns will tear most of Junkrat's health quickly. Steel Trap doesn't work well on Reaper when his Wraith Form is available to use, as he is invulnerable under Wraith Form while he is trapped. The Concussion Mine and Steel Trap combo works less to Reaper as he has higher health as mentioned; though it is enough to bring him down and finish the work with one grenade-hit. It is hard for Reaper to use Shadow Step on Junkrat's spot as he is loud once successfully teleport. Junkrat can notice his coming when he is in a casting animation and use Concussion Mine to send him fly back. Without long-range attack, Reaper will mostly hit from Junkrat's grenades easier than anyone else. Don't suddenly grab a soul globe when Junkrat is dead, as Total Mayhem's bombs will highly damage you.
VS. : Soldier: 76 has higher dps than McCree and his attack range has some further. He can shoot Junkrat from long range with ease. Soldier: 76's Helix Rockets are the best choice to finish Junkrat at close range or destroy his ultimate; Rip-Tire with direct hit. However, Soldier: 76 doesn't have much response when confront Junkrat at melee range. Although Junkrat's grenade is risky to himself, it is worth enough to use against Soldier: 76. Junkrat's Concussion Mine works like Soldier: 76's Helix Rockets in a straight fight at close range, deal large amount of damage. Unlike Soldier's, Junkrat's mine doesn't deal damage to himself and always deal full damage to whoever within the blast. He can finish Soldier: 76 if he keep predicting 76's movement. Soldier: 76's Sprint allows him to chase and to flee, or even catch more grenades unaware due to fast movement speed lets him lower some handing option. When Junkrat doesn't expose himself and keep flooding over 76's position along with his teammates, he can't be countered by 76 and always outdamage even 76's attempt to use Biotic Field to recover himself. Total Mayhem is unlikely to hit Soldier, who usually stay further than McCree when fighting at close-range.
VS. : Sombra's Hack stops him from throwing Concussion Mine and Steel Trap, ensuring her safety from being trapped when plan to attack him. However, Junkrat's grenade will cut down her health more than half, which is still risk to fight in close-range. Unlike offense hero such as Genji, she doesn't have any protection like Deflect to defend herself from a grenade. In the engagement, Sombra has to use the higher magazine as your advantage, as Junkrat has a very small magazine compared to Sombra's Machine Pistol. Hacking Junkrat while activating Rip-Tire will prevent him from using ultimate and lost all charge. But his ultimate activation duration is so short, it isn't easy for her to use it in the right moment.
VS. : Although Tracer has superior mobility which can reach to Junkrat's location better than anyone else. She too is nearly the first victim for his Steel Trap when Blink unaware. While Junkrat's grenade deals self-damage when the blast hit him in close range, it is worth enough to fight her in close-quarter which is in her effective range too. Junkrat's grenade tears through her low health pool faster than anyone, with good use of Steel Trap and Concussion Mine, it is enough to kill Tracer right before she could even Recall. Tracer can't Blink while being trapped, make her an easy target to pin down. Even so, Tracer's high firepower will make a short work on him when landing all full magazine onto him. She can just Blink to avoid being damaged by Total Mayhem at the end. Keep in mind that Tracer can't get onto the high ground which Junkrat's Concussive Mine is capable of, he is in a safe place once it is a high-closed area.
VS. : Due to Bastion's immobile in Sentry mode, Junkrat can shoot a grenade onto it. However, Junkrat suffers much from arcing and slow speed projectile, makes it ineffective to Bastion if he is too far away. Without a wall or buildings nearby, the bouncing tactic will be less effective to use against it. As Junkrat's nature isn't to expose himself to an open-area, both heroes are hard to directly engage each other. Bastion's massive dps will pin Junkrat down within seconds once notice him in vision. If Bastion is on a higher ground and in a good cover, Junkrat must try to get close to directly shoot it with grenade as a grenade isn't effective on shooting above higher ground and a close-area.
VS. : There is no way for Junkrat to attack Hanzo from very long-range. Hanzo tends to stay far enough from your attack and fire arrows to your spot. Junkrat's head is so notable enough for Hanzo to land some arrow with prediction. Sonic Arrow will show Junkrat's location through walls to his team, making it easier for the flanker from his team to get on the position. Junkrat prefers enclosed-area on high ground, which Hanzo's Scatter Arrow will likely to hit Junkrat. To kill Hanzo, Junkrat must avoid exposing himself on an open-area instead attacking him in close-range. Concussion Mine can disrupt Hanzo's position, enough to send him back on ground. Junkrat's Rip-Tire is shot down by Hanzo's fully charged arrow, so try not to send your tire on his vision but use a side route to get close to him or his team.
VS. : Junkrat has more advantage when he is staying on a high ground. As his grenade suffers from arcing so much, the lower-grounded Junkrat will have less effective to shoot against the other one. Both will likely be unable to attack each other from long-range and one of them will flood more grenades on a path where other Junkrat and his team are going. As the fight drags too long to kill each other in mid-range, so it isn't recommended to let him strike the other one. Concussion Mine not only provides him to stay on a high ground or disrupt enemy's Junkrat, it can destroy Rip-Tire in one blast, saving himself along with his teammates.
VS. : Mei's Endothermic Blaster can freeze Junkrat with consistently attack. However, her overall damage is less than most heroes in close-range and she needs time before freezing does effect. Junkrat's grenade outdamages her in both close or mid-range, although he might be within the blast when too close. Mei's Cyro-Freeze is a tool to survive when being hit from his grenades, but he can plant a Steel Trap right next to her, forcing her to move to other way which is in his prediction. Concussion Mine deals enough damage to her and able to send her out of his position when throw in a good angle. Mei has an upper hand at long-range with her Icicle, but if he remains behind a wall or a barrier, kiting with it isn't easy. Ice Wall can block his grenades, but he can just flood them in another direction and angle. Without a good prediction, Mei can avoid being hit from his slow-grenades and freeze him in time, killing with a combo and use Cyro-Freeze if she is too close to Total Mayhem. Interestingly, Mei's Ice Wall will remove anyone who is trapped by Junkrat's Steel Trap when places on their standing point.
VS. : Although Junkrat's weapon suffer from a long-arc dropping when shoot anything in long range. However, as Torbjörn's Turret is stationary, his low-accuracy weapon is no longer a problem. He can just get close or flood over it in large arc with some adjusting as it can't move away, destroy the Turret with only few of his grenades. If Torbjörn is nearby his Turret, he will likely to be damaged from Junkrat's grenades as well. Torbjörn has to ensuring put his Turret in a safe place, long enough which Junkrat can't attack. If you are attacking his Turret with explosives, he will mostly abandon this one and find an other spot to make an another.
VS. : Snipers are so far a great counter to Junkrat who can't attack them back at very long-range. Widowmaker's shot is even more deadly and instantly hit the target. As long as she doesn't go to the front line, she will not suffer from any of his traps. Widowmaker's Infra-Sight will reveal Junkrat's position, which force him to group with teammate to avoid being caught by flankers. Try not to reveal yourself or let her know your spot and keep attacking her teammate rather than directly fighting her, and let your teammates to deal with her instead.
VS. : D.Va massive health pool with mostly armor is difficult for Junkrat to chew through, and Defense Matrix can clear fired grenades or even Total Mayhem's bombs, preventing them from dealing damage. Her mobility with Boosters can also make her hard to hit when in use. But D.Va's mech is large enough for Junkrat to land some direct hit in both close to mid range skirmishes. Defense Matrix has some limit to use, so when it is down, Junkrat can flood grenades directly on D.Va with ease. Her armor can't soak enough damage from any shot that deal much damage, so it isn't hard to destroy her mech. D.Va is capable of winning if she can track more bullets onto Junkrat, but if the fight is in Junkrat, she can use Boosters to get away from his position which the grenade is unlikely to hit her when retreat.
VS. : While Reinhardt's Barrier Field is capable of withstand several grenades, at the end, it is easily destroyed by. Reinhardt does little thing to stop Junkrat's flooding grenades. He can't protect his teammates when the grenade is unpredictable, mostly from the bouncing of high ground. Such a large target, Reinhardt is an easy target for Junkrat to land a grenade or even throw a Steel Trap when he is focusing on him. He can't even reach to Junkrat once he is on higher ground. Charge is stopped by Steel Trap immediately when he charge into. You can still protect your teammates from his flooding grenades at confrontation, but be mindful of the bouncing when there is a place provided Junkrat's advantage to use. Junkrat can disrupt the mighty crusader by throwing Concussion Mine over the barrier, sway his position out of his teammates, make the rest of his team become vulnerable. Reinhardt is one of the most priority to kill with Rip-Tire, so try to control it to get close to him as possible without being blocked by his barrier. Be careful of his Fire Strike as it can destroy Junkrat's Rip-Tire in one hit.
VS. : Roadhog's large hitbox allows Junkrat to directly shoot grenades over on and gain more ultimate so fast. As long as Junkrat stay behind a cover or a barrier, he would be fine from Roadhog's Hook. Junkrat's traps are less effective on Roadhog when he is trapped. With Take a Breather, Roadhog can quickly heal himself while under fired from Junkrat's grenades. He will badly survive if Junkrat's teammates don't provide more shot. They really don't have any specific to counter each other. Roadhog's Hook serves like most common heroes, killing Junkrat with one-shot Scarp Gun when aim properly. But Total Mayhem's bombs still badly damage Roadhog if he is too close after finish the job. Rip-Tire mightn't be able to kill Roadhog when he has full health because Roadhog needs to be in the center on explosion to deal all damage. Hook can grab Rip-Tire, allowing Roadhog to destroy it with Scrap Gun to prevent it from killing his teammates.
VS. : While Winston deals overall damage less than D.Va who is also a mobile tank, his consistent attack is a great threat to Junkrat's traps. Winston's Tesla Cannon can deal consistent damage as long as he has a target in his vision. The auto-targeting and able to hit 3 targets at once allow him to destroy the both traps. Winston can reach to Junkrat's position almost instantly with Jump Pack, dealing some damage when grounded. Despite Winston doesn't have an ability to completely erase Junkrat's grenade or mine, his Barrier Projector is a tool to defend himself from Junkrat's grenades. The difference between Winston's Barrier Projector and D.Va's Defense Matrix; While Defense Matrix can negates Junkrat's grenades and mine, it forces D.Va to stop firing. Barrier Projector only need to deploy once and allow Winston to continue dealing more damage. Junkrat will be forced to retreat and flood grenades to destroy a barrier, or fight inside a Barrier which Winston likely to be inside. As Winston is a close-range fighter, the recoil from a grenade will deal some damage to Junkrat himself especially when he shoots on a barrier close to him, completely one-side damaged. Junkrat should flee and group up with teammates which Winston will have a hard time to kill you there. Without a barrier, Winston is softer than D.Va which Junkrat can deal with him easier. Try to put a Steel Trap when Winston is using Primal Rage. Not only waste some of his duration, he will be unable to disrupt anymore and being an easy target.
VS. : Zarya can easily gain an amount of Energy if Junkrat keeps flooding his grenades randomly. She can just walk into it with her active barrier or let her teammate hit it under her Projected Barrier. Zarya's secondary attack can hit Junkrat when he is on a higher position, dealing some decent damage bases on her Energy. Junkrat is usually staying out of her primary fire such as high ground or behind his teammates, but when it is about to clash, try to keep Steel Trap and Concussion Mine available as Zarya can deal more damage to you than other tanks with high Energy. Steel Trap stops her movement, but try not to attack her when she is ready to use a barrier to send it as her Energy. Concussion Mine can be used to disengage yourself from Zarya, as doesn't have enough mobility to chase you like other tanks. When Zarya's Particle Barrier is available, she can step over Junkrat's Total Mayhem's bombs after he is dead, gaining more damage in process.
VS. : As a sniper, Ana is an another one who can counter Junkrat at very long-range well. Unlike other hunting snipers, Ana is a support sniper, excelling in backup her teammates when staying behind. Ana also can't go over a high ground like other snipers, and her shot is unable to deal headshot. With this, Ana is soft-counter to Junkrat because she usually stays and group with her team rather than staying alone and kiting Junkrat. On ground, she is a victim to his flooded grenades like other heroes who don't have advanced mobility. She is counted as a threat when Junkrat reveals himself to the battlefield. She doesn't have much response back to Junkrat's Rip-Tire, allowing him to drive it close enough to Ana and exploded. Sleep Dart is capable of temporary shutdown Junkrat especially when he was flooding grenades, allowing her team to move forward without any grenades around.
VS. : As Lucio commonly stays with his team, targeting him is like targeting several heroes at the same time. With automatic health restoration, he or his teammate will be badly wounded from Junkrat's Steel Trap and Concussion Mine, but not before Junkrat himself fire a grenade to finish a job. Soundwave doesn't less disruption effect to Junkrat as he can throw Concussion Mine to the front, dealing enough damage and disrupt Lucio instead. Lucio is a good disruptor if he maintains on higher position with Wall Riding and disrupt Junkrat's position with Soundwave, as Junkrat's grenades are less effective on anything higher than his current ground. Lucio may try to use Amp It Up to increase speed to push his team forward to Junkrat's team. Don't be frightened, a group of the enemies is the best to flood grenades over them. Amp It Up the speed can't outrun Junkrat's Rip-Tire, even he is using Wall Riding because a tire can climb over a wall to some height. Using Sound Barrier in the right time will negate the burst damage of Rip-Tire, but if Junkrat is aware of this, he can just hide the tire and await Sound Barrier on each member of Lucio's team is low enough to kill. Note that Rip-Tire only actives for 10 seconds, so don't waste the timing after all.
VS. : Mercy can't outheal her teammate enough to withstand Junkrat's grenades. She may keep her teammate alive long enough to fight Junkrat back, but not in case of Junkrat's teammate is focusing on her. She doesn't have anything to counter him. Being trapped will stop her from using Guardian Angel, as she can't perform any movement while being trapped. In some situations, Mercy might stay mid-air to support her teammate, which Junkrat will be less effective against her, but she can't kill him too as she must maintain a high attitude and heal/increase damage to her ally. Keep in mind that Mercy's Resurrection is the best way to revive her team from your Rip-Tire, as most members of her team will stack up and lure you to kill many of them using Rip-Tire.
VS. : Symmetra's Sentry Turret nest is literally destroyed by Junkrat's grenades which deal splash damage. Junkrat's Concussion Mine is able to wipe most of her turrets, ensuring his team to dive in safely. Her ultimate is easily destroyed when Junkrat spots it. While Symmetra may have an upper hand when fighting at close-range, be wary of his grenades and his mine, as they are capable of wipe most of your health or kill you when Shield Generator isn't deployed yet. Junkrat can flood grenades from high ground which is safe for him fighting Symmetra. Despite Symmetra's Photon Barrier can prevent some grenades from Junkrat, but as it moves forward also not enough to handle him. Total Mayhem's bombs will deal heavy damage to Symmetra at close-range and kill her if she isn't careful.
VS. : Zenyatta's Orb of Discord allows him to notice Junkrat's position while the orb is attracted on him, which is helpful to Zenyatta's team as he can force Junkrat to find a cover or fight his team with more damage receive. Zenyatta can fight Junkrat at long to mid-range due to his accuracy projectile and spammable orbs. However, at close to mid-range scenarios when Junkrat is staying secretly, he can indirectly fire more grenades to Zenyatta's team, without Orb of Discord attracted, Zenyatta won't notice where Junkrat is positioned and easily be victim. Zenyatta suffers from lacking of advanced mobility, makes him a good target to hit grenades as many as he is. Junkrat's traps combo works like all common heroes who have 200 health, instantly kill Zenyatta. Transcendence will outheal Zenyatta's allies from his flooded grenades, but not a burst damage from Rip-Tire, which only Zenyatta will survive due to Transcendence's invulnerable.
Junkrat is an explosives-obsessed freak who lives to cause chaos and destruction. He has a low opinion of omnics and those who believe they can be trusted. He likewise has a low opinion of "suits" (corporate businesspersons).
The attack on the Australian omnium's fusion core forever altered the landscape of the Outback. After the detonation, the area was transformed into a harsh, irradiated wasteland, littered with debris and the twisted fragments of the ruined facility, and unlivable to most.
But there were some who survived. Calling themselves the Junkers, they scavenged the husk of the omnium and formed a lawless, cutthroat society in its shadow. Junkrat was one of them, eking out a living reclaiming metal and components from the ruins. Like many others, he was affected by the lingering radiation. This touch of madness made him ideal for handling dangerous explosives, a love which he turned into an obsession.
He came to notoriety when he discovered an extremely valuable secret in the bones of the omnium. Though few knew the nature of what he found, he was nonetheless pursued by bounty hunters, gangs, and opportunists wherever he went, until he made a deal with the Junker enforcer Roadhog, who grudgingly agreed to be his personal bodyguard in exchange for a fifty-fifty share of the spoils.
On the Road
With Roadhog in tow, Junkrat left the Outback, and embarked upon an international crime spree leaving nothing but havoc and bedlam in their wake. They were responsible for a string of robberies, arson, murder, and other crimes stretching from Sydney to King's Row. They had a creed of "no job too big, no score too small." It is known that they performed the heist of the Banco de Dorado by digging a tunnel. In the United Kingdom, they stole the crown jewels. Their spree of mayhem and chaos caused untold millions in property damage around the world.
British, French, and Latin American authorities offered rewards for information on the fugitives, and theorized that they were intent on crossing the Atlantic to North America. Their activities were reported on by A Moment in Crime, by which point the bounty on their heads had reached $25 million.
At some point, Junkrat and Roadhog were called in for a job on behest of a "suit" from Hyde Global in Sydney. He claimed that a factory of his in downtown Sydney had been taken over by omnic terrorists, and its workers taken hostage. Wanting to keep the police out of it, he asked the pair to deal with the situation, as he knew there was no-one better for getting jobs done "quietly." Junkrat was onboard—he was happy to take out omnics, and the down payment looked enticing. Ergo, the pair set off to the factory, Junkrat even open to the idea of "going legit." This job could be a new start for them. What wasn't a new start was his approach to problems, namely to blow open a hole in the factory roof and jump straight in, any thought of the hostages barely registering. Only there were none, only a horde of cop bots. The two blasted their way through the opposition, exited the factory, and then set the whole thing crashing down in yet another explosion. Marveling at the destruction, Junkrat was reminded by Roadhog that there were meant to be hostages. Only, there were none, only the robots. And as he inspected them, Junkrat realized that they weren't omnics, but rather Hyde Global automatons.
At this point the police arrived. Despite Junkrat's assertion that they were "professionals," that didn't prevent a shootout from starting (not that Roadhog being called "fat" by one of the officers helped his disposition). In the hail of gunfire, Roadhog helped Junkrat realize that the suit had set them up. It was a realization that was accurate, for in reality, the suit had intended for the pair to destroy the factory for the insurance payout. But the next day, Junkrat and Roadhog paid him a visit, stringing him up on a crane, and leaving him to die in an explosion that consumed the entire HG Sydney office block. As they made their escape, Junkrat was reaffirmed in his dislike of "suits," and could only ask whose idea it had been to "go legit" in the first place.
|Knock an enemy into your steel trap using Junkrat's Concussion Mine in Quick or Competitive play.|
|Kill 4 enemies with a single use of Junkrat's RIP-Tire in Quick or Competitive play.|
- Junkrat is 6'5" tall, and weighs 155 lbs (196 cm and 70 kg). This makes Junkrat the 4th tallest character in the game, though he appears shorter due to normally being hunched over.
- Junkrat and Roadhog's shared backstory of Australia becoming a wasteland apocalypse bears strong resemblance to the setting of the Mad Max series.
- Jeff Kaplan confirmed in a forum comment that Junkrat keeps Milk Tea with Boba half sweetened in his canteen. 
- Junkrat's surname 'Fawkes' could be a reference to Guy Fawkes. This is evidenced by a voice line in the beta (since removed) that references the opening line of the Guy Fawkes Day song "The Fifth of November"
- Junkrat's buckle in his Fool and Jester skins have the letters "JSTR" on it (presumably standing for "Jester"), This may be an in-game parody of McCree's "BAMF" buckle.
- Junkrat's Fool and Jester skins as well as his Haystack and Scarecrow skins have some similarities to the DC Comics characters "The Joker" and "Scarecrow", respectively.
- The fact all three characters are in some way psychotic, reenforces the similarities.
- Junkrat's Rip-Tire Ultimate ability is a play on the design of the rip-cord car toys.
- Junkrat, Blizzard Entertainment. Accessed on 2015-23-09
- Overwatch: Junkrat & Roadhog: Going Legit
- 2015-09-15, Teasing : Two new heroes on their way?. Blizzplanet, accessed on 2015-09-19
- 2015-09-21, A Moment in Crime Special Report: "The Junkers" | Overwatch. YouTube, accessed on 2015-09-27
- 2015-09-17, Overwatch Map Teaser: Banco de Dorado Robbery. Blizzplanet, accessed on 2015-09-21
- Overwatch, Junkrat Quotes
- 2016-6-9, Battle.net Forums
- 2016-01-09, Junkrat Voice Lines: (at 2:08) "Remember, remember... What the heck was I saying again?"
- 2016-04-22, The Story of Overwatch: Return of the 90s Shooter. YouTube, accessed on 2016-09-08
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