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Primary Power: Early Detonation

Also known as the big boom build.

This build is the strongest versus no (or almost no) cleanses, as there isn’t anything the enemy team can do against the debuffs without cleanses.

If the enemy team has 0 cleanses I pick this build every time. And if there’s just a kiri I could still pick it because Kiriko can’t cleanse everyone all the time.

I might also choose this build if there’s a lot of heroes that don’t like to be on the ground. Genji, Juno, Mercy, Freja, and to some extent Lucio are really difficult for a Kiriko to cleanse consistently.

In this build I simply assume the enemy team has no Kiriko and no D.va. I generally pick the when there’s a Kiriko or a D.va as you’ll spread your burn out more over time and so you force out the suzus more consistently and D.va also tends to eat your dynamite which ruins this build entirely.

Note: Due to also reloading 5 ammo you can always replace your debuff and Ability Power items with Weapon Power items and instantly have a strong weapon power build on your hands. In the guide I assume you never need to pivot, but it’s something to keep in mind if you feel like the build isn’t working for you.

Round 1

Pew Pew

This is the exact same as the Incendiary Rounds build. Get , grab the two Ability Power items, and grab the Weapon Power item and you’re set.

Use dynamite off-cooldown and just try to do as much damage as possible.

Round 2

Pew Pew 2: Pew Harder

Just build for weapon damage here because and don’t get consistent enough value yet.

The gameplan here is the same as round 1.

Round 3

Big Booms

You already have a few options for powers to choose here. This build offers the greatest round 3 power variety.

    • If the enemy is running a tank without a barrier like Orisa or JQ I pick this power every time. Setting those tanks on fire and farming the cooldown reduction off them lets you use your Dynamite so much more often. It’s an absolute no-brainer.
    • If the enemy is running reinhardt I tend to pick this because it zones the rein really well. Throw a dynamite in front of his feet and he can’t approach.
    • I don’t pick this one very often, but if I’m up against a bunch of heroes who like to be on the ground this works pretty well to zone those heroes for longer periods of time as the sticky dynamites take some time to explode and people will avoid them for that duration.
    • This is for when you need that extra bit of mobility. Mobility increases your survivability, which in turn lets you play a bit more aggressively. It’s also pretty good against Genji and Reaper specifically because they want to get very close to you.
      You can also pick this if you intend to follow it up with or
    • I don’t usually pick this simply due to personal preference for other powers. But you can get bob extremely quickly and he does more damage to burning targets with and he also triggers debuffs. It can be pretty strong if played right.

You should now have enough cash to get both and . For the remaining item slots you just build for Ability Power first, Cooldown Reduction second. If you’re on Redwood Dam you can consider getting the item as it gives very good value all-around on that map.

Your gameplan only very slightly depends on what power you’ve chosen. You naturally want to maximize the value you get from your power, but most importantly you simply want to do as much damage as possible. If you can hit a bunch of people with a big dynamite that’s priority number 1, and you’ll want to shoot burning targets as much as possible to get as much value as you can from .

Round 4

Adapting to your opponents

This round you can consider picking a single survival item. But only if you really feel like you’re being threatened in a way that demands you get one.

If you don’t feel particularly threatened you should just strengthen your dynamite with debuffs. is a must-have here. At this point you should have , and .

For remaining items you just do the same as in round 3. Ability Power first, Cooldown Reduction second. Get that number as high as possible.

Your gameplan here involves hitting as many people with dynamites as possible and then shooting the people who are burning.

Round 5

Menace to society

For your power just refer back to round 3.

In terms of items it’s roughly the same as round 4. But if you can afford to get alongside the 3 other epics you should get that one, even if you can’t afford any other items besides it. It’s just too good. The 10% damage boost to targets below 30% HP applies to every damage source. So it helps with Dynamite and Bob too. And the 25% Weapon Power scales together with the 20% from to make you just all-round more lethal.

Round 6

I enjoy a good roast

, , and are your core at this point.

If you can afford it’s really good here but if you’re on a map with longer sight lines I actually recommend you get instead, because the damage numbers really add up when you combine the % buffs from every epic you have.

If you can afford both, absolutely get both.

For the remaining items once again just build for Ability Power first and Cooldown Reduction second.

Set everyone on fire. Shoot them dead. The plan couldn’t be simpler.

Round 7

Out with a bang.

For your power once again refer to round 3. If you picked before you should definitely get one of the followup powers. If you didn’t pick before you should definitely get it now. The higher mobility is just really valuable in staying alive and lets you play a little more aggressively.

For your items you’re still sticking with the same core. If you had a survival item now you should get rid of it. The value of higher damage just outweighs the value of survivability items. (Though is a decent middle ground if you absolutely need to have a little bit more survivability)

You can choose to pick if you feel like you’ve been hitting a decent amount of crits, otherwise just follow the same advice as last round.

You’re now as scaled as you can possibly be.

The plan remains the same. Set everyone on fire. Shoot them dead. Win the game.