
it's bad but your enemies won't be having fun either ~4s cd on each javelin so 1 jav/2s but you can also chain them to deny enemy fun for a full second with the halt perk enemies are displaced twice on each javelin and it makes chaining javelins easier
Item purchase order
Round 1

When you use [Javelin Spin], launch an [Energy Javelin] with 50% less damage.






whole day i'm fucking playing only get few credit
Round 2












Round 3

[Javelin Spin] gains 35% Cooldown Reduction but now generates [Heat].





While you have Armor, take 10% reduced Weapon Damage.



Restore 3% of your Life every 1s.
i suspect different sources of cdr are multiplicative which kinda sucks
Round 4


While you have Armor, take 10% reduced Weapon Damage.

When you deal damage with [Energy Javelin], heal 10% of your max Life over 3s.


[Energy Javelin] cooldown is reduced by 15%, but each use generates 25 [Heat].
Round 5

On impact, [Energy Javelin] will pull enemies within 4m towards itself.
idk if barrier talent or halt talent is better earlier
Round 6



When you use an ability, gain 5% Weapon Power for 3s, stacking up to 3 times.
Round 7

When you [Overheat], deploy a Barrier with 600 Health in front.


When you take damage, gain 0% Damage Reduction for 1s, stacking up to 20 times.
Description
playstyle
use spin briefly just to throw the javelin. chain stun an enemy for maximum fun.
item choices
items just aim to reduce cdr even though i suspect different sources don't stack additively (=very bad)
experimental items:
these might be good but they compete with cdr items
notes
you will be overheated constantly and do very little damage but it's worth it making your enemies suffer
i tried playing with
idk why you'd play this tbh just play zarya if you want to win