Junkertown Dungeon


With a team of 5, (1 Tank, 1 Healer, 3 DPS) take on three challenging boss fights throughout Junkertown! Every death increases the respawn timer. If all players are dead, the game is lost. Tank's job is to maintain a high threat level so the boss focuses primarily on them. Healer's job is to keep everyone alive. Damage's job is to... deal damage... Random gear will drop from the first two bosses to help prepare for the next battle!

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Categories | PvE
Heroes | All
Maps | Junkertown
Created at |
Last updated |
Current version | 1.6.0

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Update Log (6)

  • (All Dungeons): Removed "Team Lives". Instead of a finite amount of lives, every death increases the respawn timer. As usual, upon a full team wipe, the game is lost.
  • (All Dungeons): Changed "Mercy's Blessing" range to fit with the new respawn timer system. Basically it provides shorter respawn times than before.
  • (All Dungeons): Increased damage received of most bosses, but increased max health. This helps for players gaining ult charge quicker.
  • (All Dungeons): Fixed an issue where Crusader's Helmet gear was giving too much health. That's my fault, I multiplied something twice...
  • (All Dungeons): Added a tooltip when players are near gear that tells you how to pick it up OK MYSTERY SOLVED GUYS IT'S THE INTERACT BUTTON
  • (All Dungeons): Increased Bastion's damage received (With his new buff he is a little too powerful)
  • (All Dungeons): Increased Mei's ammo (With her newish nerf freezing was legitimately impossible in dungeons)
  • (All Dungeons): Increased Hammond's damage (He should be able to keep aggro more consistently now)
  • (All Dungeons): Increased Genji, Sombra, and Doomfist's damage dealt
  • Removed Bastion Boss's "Anchored Rounds" ability
  • Greatly reduced Bastion Boss's base projectile speed
  • Added "Explosive Trail" for Bastion Boss. Bastion leaves behind 3 explosives that deal damage and apply knock down for a brief period.
  • Blocked off healthpack room during Bastion fight. (There are still places to take cover, that place was just too campy and very easy to avoid all challenge during the fight)
  • Improved Hammond Boss's movement behavior. Should be a tad less chaotic, and a little more aggressive
  • Reworked Hammond Boss's "Magnetic Dislocation" ability. Now charges up (with a visual) over a brief period, and only pulls players who are in line of sight once.
  • Added measures to prevent Hammond Boss from spamming Piledriver (Thanks to the new cooldown rules!)
  • Added usable bombs to the Hammond fight. There are 3 dispensers that periodically spawn bombs that can be picked up and used by players. After a short time, the bomb detonates, causing damage to Hammond (Provided he is in range) and knocking him down for a period
  • Hammond Boss no longer gets knocked down at 66% and 33% health
  • Lowered Hammond Boss's base damage and speed
This code is over 6 months old. This might mean the code has expired and will no longer function.
  • Increased Junkrat boss's damage resist by 2%
  • Increased Roadhog boss's damage resist by 5%
  • Renamed Wrecking Ball boss's Spikes ability to Spike Field
  • Bastion boss's Incendiary Blast ability will now land on the nearest walkable position to where Bastion is aiming
  • Several boss abilities will no longer activate if the boss is slept, knocked down, frozen, hacked, or stunned (Welcome to Overwatch)
  • Added an environmental hazard in the Wrecking Ball fight to discourage cheesing
This code is over 6 months old. This might mean the code has expired and will no longer function.
  • (Global Dungeon Change): Heroes who do not have any (significant) projectiles no longer see the Projectile Accelerator gear drops (Doomfist, Mccree, Widowmaker, etc)
  • (Global Dungeon Change): Reduced Crusader Helmet potential life given to 1%-25%
  • (Global Dungeon Change): Reduced Hard Light Armor potential damage reduction to 1%-25%
  • (Global Dungeon Change): Gear that has already dropped now has a chance to drop again on the second boss
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