Alternate Ending
When you use [Recall], heal allies within 6m for 100% of the damage they have taken in the last 3s.
Practical framework for stadium powers, item priorities, and round planning on Tracer.
Tracer - damage
by Community - 56,500 cash
This build transforms Tracer into a persistent healer by taking Alternate Ending (round 1) so every Recall heals nearby allies for 100% of damage taken in the last 3 seconds. Items focus exclusively on cooldown reduction — notably Iridescent Iris — to deploy the heal as frequently as possible. In later rounds, Vanadium Injection provides massive survivability so Tracer can stay in the fight and keep healing.
When you use [Recall], heal allies within 6m for 100% of the damage they have taken in the last 3s.
When you use [Recall], drop a Temporal Field that slows projectiles by 95% and enemies for 20%. and you take 25% less damage from Hitscan for 4s.
For 1s after using [Blink], your next [Quick Melee] is affected by Ability Power, deals 25 extra damage, and knocks enemies back.
If you use [Blink] while reloading, gain 25% Max Ammo and 10% Weapon Lifesteal until you reload.
Pulse Detector
{"weaponPower":0.1,"maxAmmo":0.1}
5,500
Underworld Quickloader
{"weaponPower":0.1,"attackSpeed":0.1,"reloadSpeed":0.01}
12,000
Drag Reducers
{"abilityPower":0.1}
4,000
Chrono Bomb
{"abilityPower":0.15,"weaponPower":0.1,"radiusScale":0.5}
11,000
Emily's Affection
{"health":19,"overhealth":50}
4,000
Oxton Overdrive
{"health":16}
10,000
Slipstream Salve
{"health":16}
10,000
Total 56,500
Swap Bullet Time for survivability and prioritize early health items.
Keep Alternate Ending online and shift budget toward armor/mitigation.
AP
75%
WP
30%
AS
10%
CDR
10%