Juno is a Survivor Support hero in Overwatch. She was released in Season 12[5] on 20 August 2024, making her the 41st hero to be added to the game.
Overview
Hero Selection
Juno is a highly mobile hero with a focus on verticality. She mainly focuses on AOE and combined healing and damage. She provides utility to her team by boosting their speed. She has a very "slippery" kind of movement, being able to quickly reposition and escape from danger.[6]
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3D portrait
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2D portrait
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Key Art
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Main Menu
Abilities
Passive Abilities
- After using a movement ability, the global passive regeneration immediately triggers
- The global passive will last for a minimum of 0.25 seconds (assuming you're damaged after using the ability).
10.8 m/s (double jump)
- Allows Juno to jump once while airborne, and causes her to fall slower when the jump input is held.
Weapons
90 - 27 (per burst)
72 - 21.6 (per burst)
- Healing per second: 93.02 (overall w/ reload 78.64)
- Damage per second: 116.28 (overall w/ reload 98.3)
- Within 25 meters, Juno's Mediblaster deals full damage and healing. From 25 to 35 meters, both damage and healing gradually decrease, reaching a minimum of 30% beyond 35 meters.
- When looking at an ally, the blaster will display a happy emoticon, and while looking at a visible enemy, it displays an angry emoticon, indicating that Juno will either heal or deal damage while shooting at that player.
Special Abilities
2 seconds (no lock on)
Targeted
50 (over time)
0.5 - 1 seconds (lock-on)
0.38 - 4 seconds (targeting)
- Cooldown starts when the projectiles are fired.
- Cancelling Pulsar Torpedos before locking onto a target incurs a 2 second cooldown instead of the usual 10.
- When activated, Pulsar Torpedoes starts to acquire targets, and when reactivated fires homing projectiles at once towards the targets it has locked onto.
- Only targets heroes, incl. B.O.B..
- Cannot be fired while no heroes have yet to be completely locked on to.
- Pulsar Torpedoes goes on 2 second cooldown if it ends or is interrupted without ever locking onto a target.
- Fires automatically when targeting duration ends if any targets are locked on.
- Time required to lock on scales based on distance to the target, starting from 0.5 seconds at 5 meters to 1 second at maximum targeting range.
- Targets must be visible and within Juno's line of sight to progress the lock on and for the missiles to be fired at them.
- If a target temporarily leaves Juno's line of sight or moves more than 5 meters beyond its targeting range, lock on progress will be paused and continues from the previous state when they reappear or enter the targeting range again.
- Projectiles cannot target or be fired at enemies or allies using any of the following abilities: Meteor Strike, Cryo-Freeze, Recall and Burrow.
- Damage projectiles can lock onto and fired at heroes that are phased out or invincible.
- Once fired, damage projectiles lose homing if the target is/becomes phased out, invincible, excluding Zarya's barriers, or invisible, however the projectile may start homing again when the target reappears.
- D.Va ejected from her mech and Echo duplicating a hero (or transforming back) are considered separate targets from the original. These events reset the lock on while targeting, and cause already fired projectiles to lose homing.
- Pulsar Torpedoes is a channeled ability; Juno cannot use other abilities or fire while it is active and it is interrupted if Juno is stunned, knocked down or hacked.
- Pulsar Torpedoes can be manually cancelled by pressing secondary fire again.
- Glide Boost and Martian Overboots can be used while channeling without interrupting the channel.
- Activating Orbital Ray interrupts the channel.
- Projectiles do not have maximum range once they are fired, only targeting range is limited.
- Damage projectiles will collide with the first enemy hero or object in their way, whereas healing projectiles only hit their designated targets.
- Enemy hero may take more than one damage projectiles damage.
- Barriers will block projectiles, but do not prevent targeting.
- If the target moves beyond terrain, the healing projectiles can follow allies through it, but damage projectiles will be blocked by it.
- Projectiles reflected by Deflect do not home.
- Cooldown increased from 10 to 12 seconds.
+40% (lingering)
- Cooldown starts when the duration ends.
- Grants a short dash at the start, followed by a longer movement speed boost.
- Juno is unaffected by gravity while Glide Boost is active.
- Juno is airborne while Glide Boost is active. As a result, she cannot crouch while gliding, and jumping will count as the double jump from Martian Overboots, meaning that she can only jump once if used while on ground.
- Glide Boost does not have a vertical component, however the player can still gain or reduce altitude by gliding against slanted or vertical terrain.
- To gain altitude against a wall or other vertical terrain, stand up against the wall, face towards it or away from it, then glide sideways, parallel to the wall, in the direction you want to move.
- Movement acceleration in air is reduced when changing directions, after the initial movement burst.
- Can be aborted early by pressing the ability button again.
- Glide Boost's initial dash movement speed buff does not count towards global movement speed buff cap, but the lingering speed buff does.
Area of effect
3 seconds (speed boost)
- Cooldown starts when the ability is activated.
- Fires a projectile that turns into the speed ring upon hitting terrain or reaching its maximum range.
- Only affects heroes, incl. B.O.B..
- Allies within 5 meter radius of Juno or the projectile's path gain speed boost even without passing through the ring.
- The duration of the buff is refreshed whenever the hero comes in contact with the ring.
- Stacks with Glide Boost and other move speed buffs, up to the +75% global movement speed limit.
- Can be pinged by enemy heroes and a friendly Juno.
Ultimate Ability
- Heals a total of 680 HP per target over its duration.
- Orbital Ray's cast can be interrupted from being hit by crowd control during its startup.
- The effects start immediately as the startup finishes at Juno's location, despite the beam visually hitting the ground after a ~1 second delay 4 meters in front of her.
- The ray travels up to 18 meters over its duration.
- Orbital Ray pierces all barriers, walls, ceilings and floors, although the visuals only show it hitting on the elevation it was cast on.
- Damage boost effect lingers for 1 second after leaving the ray's area.
- Tickrate is unaffected by Kitsune Rush.
Perks
Minor Perks
A Minor Perk can be chosen at level 2.
- 0.35 - 0.7 seconds (lock-on allies)
Major perks
A Major Perk can be chosen at level 3.
- Damage per second: 150 while firing
- Healing per second: 120 while firing
Hero-specific options
| Setting name | Options | Description |
|---|---|---|
| Toggle Pulsar Torpedoes | Off | Pulsar Torpedoes fire when player releases the button. |
| On (default) | Pulsar Torpedoes fire when player presses the button again. | |
| Toggle Glide Boost | Off | Glide Boost deactivates when player releases the button. |
| On (default) | Glide Boost deactivates when player presses the button again. | |
| Toggle Martian Overboots Hover | Off (default) | Martian Overboots Hover deactivates when player releases button. |
| On | Martian Overboots Hover deactivates when player presses button again. | |
| Swap Pulsar Torpedoes toggle button inputs | Off (default) | Primary fire fires Pulsar Torpedoes, Secondary fire cancels Pulsar Torpedoes. |
| On | While "Toggle Pulsar Torpedoes" is also "On" swaps fire and cancel inputs. | |
| Crouch activates Martian Overboots Hover | Off (default) | Crouch does nothing in the air. |
| On | Jump still activates Martian Overboots Hover but now Crouch can also activate it while airborne. | |
| Hide Glide Boost cancel text | Off (default) | Cancel text UI element is displayed to the left of the crosshair. |
| On | Cancel text UI element is hidden. |
Stadium
Juno is a playable hero in Stadium game mode. See Juno/Stadium for a list of hero-specific Items and Powers.
Strategy
Juno is a highly mobile support hero, able to move quickly horizontally and take high ground positions with her Martian Overboots. She can keep pace with some of the most mobile heroes, has high healing and damage output and good follow-up potential with her Pulsar Torpedoes. Good positioning will also help with her falloff range, which effects both her damage and healing. Juno can work in most team compositions and is at her strongest on maps with plenty of high ground or those with choke points which she can push through with Hyper Ring and Orbital Ray.
Juno's biggest weakness is her lack of self-sustain. She requires good positioning to make use of the health regen provided by the Support passive and her Shield health. She is also an aim intensive hero, as her Mediblaster fires multiple bullets per shot and missing some of them will greatly impact Juno's potential healing and damage output.
Weapons & Abilities
- Mediblaster This is Juno's primary source of healing and damage. The gun will heal or do damage based on whether the bullets hit an ally or an enemy. A quirk of Juno's fall-off range that is unique to her: it impacts damage and healing. The Mediblaster has a reduced critical hit multiplier of 1.5x.
- Because Juno has only one method of fire that behaves differently, rather than two like heroes such as Lifeweaver, Juno can be body blocked by enemies or allies. Pay attention to your positioning and consider using Martian Overboots and Glide Boost to get a clear shot when you find yourself body blocked.
- Since the fall-off impacts Juno's healing, constant awareness of your positioning and distance is pivotal. You can use Ping messages to gauge your distance and train your innate sense of her fall-off range.
- Since Juno's healing and damage share the same ammo, it is important to pay attention to your ammo before the fight breaks out. If you're poking the enemy in between fights, be sure to reload before the engagement and look for small windows during engagements to safely reload.
- It can be difficult to kill enemies from full health with Juno because of the burst fire component of her Mediblaster. Instead of trying to take a target down on your own, look for opportunities to finish low HP enemies off.
- Martian Overboots (passive): This ability allows Juno to double jump and also slow her descent.
- If you don't need to use Martian Overboots, then don't. Jumping is one of the most predictable movement patterns in the game and the forced arc makes you easier to hit. Ditto for the Hover portion of the ability.
- Use Martian Overboots to pop over cover, such as short walls, to heal and chip away at enemies. But pay attention to where your enemies are looking and switch up your movement and timing to avoid making yourself a target.
- Martian Overboots can be activated once while Glide Boost is active.
- Combined with the anti-gravity from Glide Boost, this can help Juno make it to areas she otherwise couldn't with just her double jump.
- You can use this small jump as a last resort dodge when you're trying to make it to cover, but be aware that you can't go back down.
- Pulsar Torpedoes: Juno locks onto allies and enemies then fires homing projectiles that heal her allies or damage her enemies.
- The projectiles are not "smart" and will take a fairly straight forward path to their target, so timing and positioning on Juno's part are important to actually landing the torpedoes.
- The lock-on is interrupted by line-of-sight, but not reset. You can take time to get a lock-on without putting yourself in harm's way.
- But be aware that you cannot use Mediblaster while channeling the torpedoes, so while you can take time, you're also unable to heal.
- When you're in the poke phase (the time before the full fight breaks out) or lulls in combat, take time to get as many targets as you can without putting yourself in risk of dying to net the most ult charge.
- When used during actual fights, prioritize specific uses rather than "hit as many people as possible", as you do not want to risk losing a teammate while trying to lock-on and using your other abilities just to get a good torpedo can put you at a serious disadvantage.
- Pulsar Torpedoes are an excellent finisher - if you see someone at low HP and have enough time to get the lock-on without losing anyone on your team, it's worth using them on the low HP target alone to secure a kill.
- They can also be a good way to punish poor positioning, especially on highly mobile heroes like an opposing Juno, Mercy or Lucio since they are homing.
- They are a strong follow-up to other abilities, like a Biotic Grenade from Ana or Illari's ultimate Captive Sun.
- Also a great way to help out your flanker and dive heroes. The burst of damage can make it very easy for them to finish their target off. Time your engagement with them so you don't alarm the enemy before your ally is able to actually engage - you want to sync up as close as you can with them.
- Whether Pulsar Torpedoes are available or not is deciding factor for when to take a duel or disengage with your mobility tools, especially against slippery heroes like Genji, Tracer, Moira, etc.
- Glide Boost: Juno jolts in whatever movement direction is being held when the ability is activated, then can hover horizontally with increased movement speed. Juno is not effected by gravity while Glide Boost is active. The speed from Glide Boost stacks with other movement effects, such as her Hyper Ring.
- If you're Glide Boosting but don't need it, cancel it to start its cooldown. It is your escape tool first and foremost and you want it handy when you get targeted.
- Glide Boosting in the open make you vulnerable, as you are completely locked to horizontal movement and cannot weave in ducking to make yourself a harder target. Keep near cover and mind your sight lines.
- Moving against terrain and obstacles while Glide Boosting can cause Juno to go up or down. This works on most things with a curve, but some apparently flat surfaces (such as short walls) also work.
- Moving back and forth can make you go up/down faster than just moving straight into the surface.
- Using the double jump from Martian Overboots first and then using Glide Boost grants more height.
- Hyper Ring: Creates a large ring that provides a speed boost to any ally who passes through it. Juno receives the effect upon casting the ability, whether she passes through it or not. Any ally within a certain range of Juno are also given the effect when she casts it. The buff lasts a few seconds before fading. Passing through the ring reapplies the buff.
- Out of all of Juno's abilities, Hyper Ring benefits the most from communication and coordination, but there are ways to use it that do not rely on direct communication.
- If you want to boost your team into an engagement and/or through chokes, watch your tank's behavior and use your ring when they use their own engagement abilities (D.va's Boosters, for example) or when they press in.
- It can be used similarly with damage heroes - a Genji will likely want to follow up on a critical health enemy and giving him a speed boost will shorten how much time the enemy has to react to his engagement.
- Use it to help an ally who is already trying to reposition, rather than trying to force a reposition by using it and hoping they will understand that the ring was meant to help them do that.
- If you want to boost your team into an engagement and/or through chokes, watch your tank's behavior and use your ring when they use their own engagement abilities (D.va's Boosters, for example) or when they press in.
- Use Hyper Ring with ~5 seconds on the clock before the round starts. This lets you boost your team and begin the cooldown quicker than waiting for the match to start.
- Prioritize boosting less mobile heroes like Cassidy or Zenyatta, especially when helping them position or aiding a retreat.
- Hyper Ring can act as a soft peel - the extra movement can make allies harder for enemies to hit and get them to cover.
- Out of all of Juno's abilities, Hyper Ring benefits the most from communication and coordination, but there are ways to use it that do not rely on direct communication.
- Orbital Ray: Juno's ultimate provides a large moving area of effect that heals and damage boosts allies. The ray passes through terrain and is not blocked by barriers.
- Juno has no control over the ray once it is cast, so be very intentional when you use it - it's very easy to use it and not have your team gain any benefit.
- Watching your tank's behavior is one way to maximize the chances you'll cast an Orbital Ray that gets used. Watch for them to press in and/or use their engagement abilities, then cast it to pass over them.
- Orbital Ray can behave like a smaller, less controlled version of Zenyatta's ultimate, Transcendence, as it provides a sizable 100 hit points per second while allies are in its area. This will not out heal most other damaging ultimates, but it combined with healing from Juno and her fellow support can - it gives an edge, it is not a counter itself.
- It can work well against Annihilation, Cage Fight, Graviton Surge, B.O.B., Dragonstrike, Blizzard, Death Blossom, Tactical Visor, EMP, Molten Core, Tectonic Shock and Coalescence. All of these are abilities that funnel your team and/or are an area of effect and/or do not deal instantaneous damage. You need to still account for other factors such as anti-heal, knock backs, other incoming damage and possible combos.
- When using Orbital Ray to try and save low HP allies, remember that it has a .5 second activation time. You need to use it earlier rather than later, or allies can die while its winding up.
- While not the strongest of support ultimates when it comes to the combo potential, it can work well as a follow up to Annihilation, Cage Fight, Gravitic Flux, Graviton Surge, Tactical Visor, EMP, Coalescence, Kitsune Rush and Valkyrie.
- Juno has no control over the ray once it is cast, so be very intentional when you use it - it's very easy to use it and not have your team gain any benefit.
Match-Ups and Team Synergy
When encountering enemy heroes, Juno has "Risk" ratings, ranging on a scale of 5 levels. This reflects the threat level posed by different Damage and Tank heroes in terms of how vulnerable Juno is to them and how it can be mitigated through Juno's own abilities or through an ally's assistance:
- Extreme Risk | High Risk | Medium Risk | Low Risk | Very Low Risk
When encountering enemy Supports, Juno has "Priority Targeting" ratings on a scale of 5 levels. This reflects the importance of eliminating or disrupting specific Supports:
- Extremely High Priority Target | High Priority Target | Medium Priority Target | Low Priority Target | Very Low Priority Target
Synergies are graded on a scale of 5 levels:
- Exceptional Synergy | Strong Synergy | Good Synergy | Ok Synergy | Weak Synergy
Tank
| Hero | Match-Up | Team Synergy |
|---|---|---|
D.Va |
TBA RISK
D.Va is one of your biggest threats in the tank role. She is highly mobile, easily able to keep up with you, and can do a lot of damage very quickly. Because you lack any self-heal, you have no way to save yourself if she chooses to come for you other than to use your mobility to get to cover. Her Defense Matrix can block both your Mediblaster and Pulsar Torpedoes, preventing you from healing your allies and gathering ult charge. Keep an eye on her and play near cover, health packs and your own team. If D.Va is out of her mech, one few shots and Pulsar Torpedoes can easily finish her off. |
TBA SYNERGY
You can keep up with D.Va, for the most part. Some high ground positions can be difficult for you to reach, but generally you can get into position to help her when she goes for dives. Follow up her engagements with Pulsar Torpedoes to quickly burst D.Va's target down before they can be saved. Giving D.Va a Hyper Ring when she uses her Boosters to retreat can be more beneficial than boosting her in, as D.Va is at her most weak when she has to look away from the enemy to retreat and cannot use her Defense Matrix. |
Doomfist |
TBA RISK
|
TBA SYNERGY
Doomfist can be a tad more difficult to keep pace with than other dive oriented heroes, owing to the fact that he has two mobility abilities on very short cooldowns. His engagements also tend to be quicker than most, as he looks to combo an enemy down and quickly disengage. That said, you're still able to be in range to support him and your Pulsar Torpedoes are a great follow up to his engagements. |
Hazard |
TBA PRIORITY TARGET
|
TBA SYNERGY
|
Junker Queen |
TBA RISK
|
TBA SYNERGY
Junker Queen is at her weakest when she is kept at a range, which you can circumvent with your Hyper Ring. Her Commanding Shout also stacks with your speed to the global limit. |
Mauga |
TBA RISK
|
TBA SYNERGY
Mauga's Overrun does a significant amount of damage if he catches an enemy with it, making it a great ability to follow up with your Pulsar Torpedoes. Hyper Ring also pairs well with Overrun, enabling Mauga to close the distance or retreat incredibly quickly. Your Orbital Ray can be a good follow up to his Cage Fight, the healing helps keep him alive when everyone stuck inside of the ult focuses him and the damage boost compliments his Cardiac Overdrive well. |
Orisa |
TBA RISK
|
TBA SYNERGY
Hyper Ring can help Orisa move around without having to rely on using her Javelin Spin. The speed stacks, which can get her into range for her ultimate, Terra Surge, very quickly. |
Ramattra |
TBA RISK
With Ramattra, your goal is to keep enough distance between you and him so that he cannot chase you down with his Nemesis Form. If he comes for you, immediately use your mobility tools to get out of range, or he'll make short work of you. Hyper Ring can also help your allies put distance between them and Ramattra when he is engaging. However, his Ravenous Vortex can be deadly if he catches you in it during Glide Boost. Your Orbital Ray can sustain your team through his ultimate, Annihilation. His Void Barrier can block your Mediblaster, preventing you from healing your allies. If your team is capable of / actively breaking barriers, you can help. |
TBA SYNERGY
Your Hyper Ring can make him a real menace during his Nemesis form, especially if you sustain him with your Mediblaster. Since you have a ranged hitscan type weapon, you can make use of his Void Barrier during his downtime between Nemesis form, safely providing extra poke damage against the enemy. Orbital Ray can be a great follow up to his Annihilation - the healing will allow him to spend less time blocking and the damage boost makes it harder for the enemy supports to keep up with his damage output. |
Reinhardt |
TBA RISK
|
TBA SYNERGY
Your Hyper Ring can help Reinhardt move around without relying on his Charge, which leaves him vulnerable. It also helps him close distance while holding up his Barrier Field, making it so his barrier takes less damage over all. Alternatively, it can help him retreat before his barrier breaks and minimize the window of vulnerability during his Charge when he goes for a pin. Speed boosting Reinhardt to follow up on his Earthshatter can ensure he reaches whatever target he has stunned before they can get up and escape him. Following up his Fire Strike with your Pulsar Torpedoes and Mediblaster can secure a kill that Reinhardt himself wouldn't be able reach himself. |
Roadhog |
TBA RISK
|
TBA SYNERGY
Though you're not his most synergistic support, your Hyper Ring can help cover for Roadhog's biggest weakness: mobility. |
Sigma |
TBA RISK
|
TBA SYNERGY
Sigma has no mobility skills himself, so your Hyper Ring can help him move between cover and push through chokes. You can benefit from his Experimental Barrier to help him poke at the enemy team before the full engagement. Your Orbital Ray can combo well with his Gravitic Flux, keeping him alive through the channeling of his ultimate where he cannot defend himself with his barrier or Kinetic Grasp, and the damage boost can help during the clean up after his ultimate lands. |
Winston |
TBA RISK
As a Dive hero, Winston is dangerous for you. His Tesla Cannon doesn't require him to track you, so your mobility doesn't do you much good against him. His Barrier Projector blocks your Mediblaster and Pulsar Torpedoes. He can scatter your team out of your Orbital Ray with his own ultimate. |
TBA SYNERGY
You can keep pace with Winston and support him when he dives. Timing your Pulsar Torpedoes with his landing can help him burst his target down quickly before they can be peeled. |
Wrecking Ball |
TBA RISK
As a Dive hero, Wrecking Ball is dangerous for you. He can easily reach and chase you and none of your abilities are particularly strong against him. Try to stay near your team, health packs and cover so you do not make yourself an easy target. |
TBA SYNERGY
Wrecking Ball is one of your weaker pairings. He doesn't lack for speed and he will often be out of your line of sight and fall off range. |
Zarya |
TBA RISK
Your mobility can keep you out of Zarya's effective range, for the most part, and your Hyper Ring can help your teammates get away from her, too. She can block your Pulsar Torpedoes with her Particle Barrier, so be mindful of her cooldowns or you'll feed her energy. The healing from your Orbital Ray can sustain your team if they get caught by Graviton Surge. |
TBA SYNERGY
As a close range brawler who lacks mobility skills, Zarya benefits greatly from your Hyper Ring. Your Orbital Ray can be a good follow up to her Graviton Surge if you don't have a damage ultimate to combine with it. |
Damage
| Hero | Match-Up | Team Synergy |
|---|---|---|
Ashe |
TBA RISK
|
TBA SYNERGY
|
Bastion |
TBA RISK
|
TBA SYNERGY
|
Cassidy |
TBA RISK
|
TBA SYNERGY
|
Echo |
TBA RISK
|
TBA SYNERGY
|
Genji |
TBA RISK
|
TBA SYNERGY
|
Hanzo |
TBA RISK
|
TBA SYNERGY
|
Junkrat |
TBA RISK
|
TBA SYNERGY
|
Mei |
TBA RISK
|
TBA SYNERGY
|
Pharah |
TBA RISK
|
TBA SYNERGY
|
Reaper |
TBA RISK
|
TBA SYNERGY
|
Sojourn |
TBA RISK
|
TBA SYNERGY
|
Soldier: 76 |
TBA RISK
|
TBA SYNERGY
|
Sombra |
TBA RISK
Sombra is able to lock out all of Juno's movement abilities for 1.5 seconds, and virus alone can eliminate 82% of Juno's health in 2 seconds. Your best chance is to react as quickly as possible, alert teammates, and try to duck around a corner while fighting back; but this is not a good matchup for Juno. |
TBA SYNERGY
|
Symmetra |
TBA RISK
|
TBA SYNERGY
|
Torbjörn |
TBA RISK
|
TBA SYNERGY
|
Tracer |
TBA RISK
|
TBA SYNERGY
|
Venture |
TBA RISK
|
TBA SYNERGY
|
Widowmaker |
TBA RISK
|
TBA SYNERGY
|
Support
| Hero | Match-Up | Team Synergy |
|---|---|---|
Ana |
TBA PRIORITY TARGET
|
TBA SYNERGY
|
Baptiste |
TBA PRIORITY TARGET
|
TBA SYNERGY
|
Brigitte |
TBA PRIORITY TARGET
|
TBA SYNERGY
|
Illari |
TBA PRIORITY TARGET
|
TBA SYNERGY
|
Juno |
TBA PRIORITY TARGET
|
TBA SYNERGY
This Synergy can only occur in Gamemodes with no hero-locks or if an Echo is present. |
Kiriko |
TBA PRIORITY TARGET
|
TBA SYNERGY
|
Lifeweaver |
TBA PRIORITY TARGET
|
TBA SYNERGY
|
Lúcio |
TBA PRIORITY TARGET
|
TBA SYNERGY
This synergy provide extremely fast movement with Lúcio's speed boost and your Hyper Ring. And pair well with most of the non-mobile characters. Especialy in most of the control maps. |
Mercy |
TBA PRIORITY TARGET
Mercy won't have much direct interaction with you, preferring to pocket one of her allies and leave them to deal with you. As a homing projectile that does solid damage, your Pulsar Torpedoes are invaluable in helping finish Mercy off before she can escape with her Guardian Angel. Your hitscan Mediblaster is also a threat to her. For similar reasons, you are also problematic for her common pocket targets, such as Echo and Pharah. On the flip-side, she makes all of your hero counters more deadly, amplifying your biggest weakness: your lack of self-sustain. |
TBA SYNERGY
This is a decent pairing with no stand out synergy. You are both mobile supports who can be difficult to pin down, especially when you are supporting each other. If Mercy doesn't have a better damage boost target to pocket prior to engagements, you're an acceptable target. With a Mercy on your team, you're the team's primary healer while Mercy focuses on damage boosting one of your teammates. Your Orbital Ray and Mercy's Valkyire compliment each other well. Thanks to the constant healing done by Orbital Ray, Mercy can focus on providing damage boost which stacks with your own damage boost and provides a significant increase in your team's damage output. While there are likely better uses for each of your ults, it is still a combo worth considering. |
Moira |
TBA PRIORITY TARGET
|
TBA SYNERGY
|
Zenyatta |
TBA PRIORITY TARGET
|
TBA SYNERGY
|
Map Strategies
Control
Escort
Hybrid
Push
Flashpoint
Achievements
| Name | Icon | Description | Reward |
|---|---|---|---|
|
Hit 6 targets with a single use of Pulsar Torpedoes in Quick or Competitive Play. | ![]() | |
|
Get 4 kills or assists with a single use of Orbital Ray in Quick or Competitive Play. |
Trivia
Juno
- Juno is the first hero where their healing has a falloff range, meaning it becomes less effective at a distance.
- The in-universe rationale for Juno's orbital ray ability is that it comes from her ship still in orbit. The ship itself cannot be seen in-game, though art exists of what it looks like floating around Earth.[7]
- In Roman mythology, Juno was the mother of Mars. Prior to her release, many players assumed this was the source of Juno's name. However, this is incorrect, or at least, not the sole source of inspiration. In-universe, Juno was named in reference to Project Red Promise. The Chinese characters of "Ju-no" loosely translates as "Vermillion promise." To her parents, Juno was seen as the embodiment of a "red promise." As in, Project Red Promise, Mars being the Red Planet, the color of vermillion, etc.[7]
- Juno will not be required to wear her helmet in all of her skins.[7]
- While aiming at certain things, Juno's gun can display one of 3 things; an angry face while aiming at enemies, a happy face while aiming at teammates, or nothing when aiming at anything else.
- In Juno's mythic skin, her torpedo launchers are sharks named after Mars' moons, Phobos and Deimos. These moons, in turn, are named after the greek gods of fear and dread.
- Juno's early characterization originally did not have any specific ethnic background until Xanthe Huynh, who is Vietnamese-Chinese, was casted as her voice actor.[8]
- Huynh would ask her own mother if she was pronouncing her Vietnamese voice lines right.
Development
| “ | Something I thought about a lot while I was developing her voice and writing her lines was this idea of, she’s pushing through it because it’s all that she’s got. She’s doing her best all the time. And if you relate to that, and you’re also pushing through things and doing the best with what you’ve got, and there’s so many things that are new to you…well, Juno’s a hero, so maybe you are one, too. | „ |
| ~ Joshi Zhang |
Early concept art
The idea for Juno stems back to the desire of the development team to introduce a Support hero that was fast, agile, and had a hitscan-like weapon.[9] The birth of Juno as a character came from someone on the design team thinking about a specific archetype, testing out ideas of a fighter pilot-like character that had lock-on missiles. The initial designs were for a character with the ability to fly using a mech suit.[7] This led to the exploration of a space-themed hero.[9] The question was raised as to whether aliens existed in the Overwatch universe. After some consideration, it was decided that the answer was no, but the idea of a space hero remained.[7]
The question of a space hero lingered in the mind of Dion Rogers. If aliens didn't exist in Overwatch, fair enough, but he reasoned that since humanity had already colonized the moon by the timeframe of the game (i.e. the Horizon Lunar Colony), it wasn't beyond the bounds of reason that Mars had similarly been colonized. Concept artist Daryl Tan did an iteration where the character started to look like an astronaut a little bit, or someone who had a space suit on.[7]
Juno was heavily designed through her gameplay kit, which helped inspire the fantasy of what this hero would look like.[9]
Work on Juno began in early 2023. She went through multiple iterations.[10] Her pulsar torpedoes were a big factor in that they had to display information on a visor while also showing enemies and allies to lock onto. Her abilities impacted the creation of her story. The developers questioned how she might have learned to use her technology, and under what conditions. This line of thinking inspired a lot of elements of her backstory, delving into what life was like for a child growing up on Mars. When developing Juno's backstory, the developers wanted to demonstrate the scope of Lucheng Interstellar's operations, which included Project Red Promise. As the first human born on Mars, the developers found the hook of a human who has never lived on Earth to be very compelling. This character trait caught on in the early stages of Juno's narrative development.[9]
Juno's sound design was intended to have a feeling of retro sci-fi, while also keeping things punchy and modern without leaning too heavily on cliché in the process. Senior sound designer Nicholas Yochum used things like pliers and screwdrivers layered with blorpy-sounding synths to for her reload animation.[11]
Art was developed for Juno's ship, though it didn't make it into the game proper.[7] The ship made appearances in The Red Promise and Control.
Juno was first revealed at BlizzCon 2023. At the time, she was simply called "Space Ranger."[12] Juno had a burst-fire SMG during development.[6] It had been removed by BlizzCon 2023.[6]
Juno's voice and lines were worked on by Joshi Zhang. It was intended that Juno felt different from the Earth-based characters in the game, given her Martian background, specifically one where her only companions were adults.[7]
During development, Juno floated when moving, rather than skating as on release; this was changed due to heroes with silent movement being 'problematic' for gameplay. Additionally, Orbital Ray also damaged enemies, as well as healing allies. However, as the ability felt too strong overall, this functionality was removed.[13]
In Juno's gameplay trailer[14] it was shown that her quick melee was a roundhouse kick, being changed later due to gameplay consistency reasons.[15]
Pre-release
- During Season 11, a blue comet could be spotted in the sky of some maps. This was speculated to be a hint at Juno, and later proved true with her gameplay trailer.[16]
- Of note, the maps the comet was spotted over were all located in the western United States, in locations such as Route 66 and Blizzard World. The trajectory was matched in her gameplay reveal trailer.
- During Season 11's mid-season patch, a crashed Lucheng Interstellar space pod was added to Dorado's first attacker spawn. A photograph of Mei and Jiayi, Juno's mother. When near the pod, Morse code plays which reads as "J HAS LANDED - ATTEMPTING TRANSMISSION TO RPT - AWAITING RESPONSE." Outside the pod is the Lucheng logo superimposed on a red orb, with the words Project Red Promise (both hinting at Mars).
- Shortly after the July 9, 2024 Patch, datamined information was posted on Juno on Reddit. In the leak, they stated her name would be "Juno," and her default voice line would be "Seize the Sol." Other information was also available in the post.[17]
- A playtest for Juno ran from July 19 to 21, 2024, where players were able to try her out as a regular hero in all game modes, excluding Competitive Play.[18]
- When Juno was revealed, some players feared she'd overlap with Lucio, given their abilities to increase the speed of friendly heroes.[7]
Removed abilities
- Replaced by Re-Boots in Season 16.
- Removed in Season 18.
- Removed in Season 18.
- Added to her base kit in Season 20.
Media
Concept Art
- Hero Kit (by Daryl Tan)
-
Juno Final Design
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Ditto, with transparent background
-
Juno Outfit Callouts
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Juno Weapon Concept
-
Juno Exploration
-
Juno Movement Studies
-
Juno Expression Studies
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Pulsar Torpedoes VFX Studies
-
Hyper Ring VFX Studies
- Hero of Heart Skin Concept Art (by Tina Wei)
-
Pink Skin Concept
-
Pastel Blue Skin Concept
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Corrupted Skin Concept
-
Gilded Skin Concept
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Iridescent Skin Concept
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Skin Concept (Hair Styles)
-
Pink Skin Concept (Back Details)
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Pastel Blue Skin Concept (Back Details)
-
Corrupted Skin Concept (Back Details)
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Gilded Skin Concept (Back Details)
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Iridescent Skin Concept (Back Details)
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Skin Weapon Concept
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Skin Ability Effects and VFX Concept
Videos
Balance Change Logs
- For more information, see Patch Notes.
- Movement speed bonus reduced from 50% to 40%.
- Mediblaster can now deal critical damage against enemies.
- Movement acceleration in air increased by 50% when changing directions while Glide Boost active.
- Ultimate cost reduced 8%.
Re-Boots - Minor Perk
- Removed.
Locked On - Minor Perk
- Changed to a Minor Perk.
- Cooldown reduction now 1 second (down from 1.5 seconds).
Master Blaster - Major Perk
- Removed.
Lift Off - Major Perk
- New Major Perk.
- Martian Overboots can now triple jump.
Faster Blaster - Major Perk
- While Glide Boost is active, Mediblaster fires continuously.
Mediblaster - Primary Fire
- Minimum falloff range increased from 20 to 25 meters.
Glide Boost - Ability 1
- Movement acceleration in air reduced when changing directions, after the initial movement burst.
- Removed.
- Moved to Minor Perk.
- Duration increase removed.
- New Major Perk.
- Reduce the cooldown of Pulsar Torpedoes by 1.5 seconds for every enemy hit.
- Ultimate cost increased 10%.
- Now also increases the duration of Glide Boost by 25%.
- Hero Perks
- Pulsar Torpedoes lock onto allies 35% faster.
- While using Glide Boost, passing through Hyper Ring pushes you forward.
- Mediblaster can crit enemies.
- Activating Glide Boost resets Double Jump.
- Duration reduced from 10 to 8 seconds
- Damage amplification reduced from 35% to 30%
- Global Projectile Size Bonus
- Hitscan radius small reduced from 0.05 to 0.04 meters.
- Ultimate cost increased 10%.
- Healing reduced from 100 to 85 health per second.
- Falloff range reduced from 30-50 meters to 20-35 meters.
- Healing per projectile reduced from 6.5 to 6.
- Fire rate increased from 14.3 to 15.5 (reverted to the 34 shots per second during the projectile volley).
- Damage reduced from 8 to 7.5.
- Healing reduced from 7 to 6.5.
- Damage increased from 7 to 8.
- Cooldown reduced from 8 to 6 seconds.
- Juno has been added to the lineup.
- Juno is now eligible for Competitive Play.
- Base health reduced from 250 to 225.
- Burst projectile volley rate of fire reduced from 34 to 28 shots per second.
- Damage and Healing impact increased from 75 to 85.
- Heal-over-time reduced from 60 to 50 health.
- Deploy range increased by 3.5 meters.
- Cooldown reduced from 16 to 14 seconds.
- Beam travel speed increased from 1.9 to 2.25 meters per second.
- Early Trial
- Support Role
- Not available in Competitive Play during the early trial
- Primary Fire
- Burst fire weapon that heals allies and damages enemies.
- Secondary Fire
- Press Secondary Fire to lock on, then Primary Fire to fire homing projectiles. Heals allies over time and damages enemies.
- Ability 1
- Glide horizontally with increased movement speed.
- Ability 2
- Deploy a ring that increases movement speed of allies that pass through it.
- Ultimate
- Call down a ray that travels forward, healing allies and increasing their damage.
- Passive
- While airborne, press Jump to double jump and hold Jump to hover.
- (6v6) Cooldown increased from 10 to 12 seconds.
- Cooldown reduced from 12 to 10 seconds. (undocumented)
- Duration increased from 4.5 to 6 seconds. (undocumented)
- Cooldown increased from 10 to 12 seconds.
- Maximum duration reduced from 6 to 4.5 seconds.
- Maximum duration reduced from 10 to 8 seconds.
- Critical damage increased from 175% to 200%.
- [Mediblaster] Falloff range bonus increased from 5m to 15m.
- Re-enabled.
MediMaster - Power
- Critical Multiplier decreased to 175% (Down from 200%).
- Tooltip now correctly states that it also allows you to crit on allies.
Fission Chamber - Power
- New
- While affected by [Hyper Ring], [Medi-Blaster] has a fully automatic fire rate.
Heal Formation - Power
- New
- Allies affected by [Hyper Ring] are healed for 40% of any damage you do.
Stellar Focus - Power
- Added "While using [Glide Boost] or hovering, gain 100% more Ultimate Charge from Damage or Healing."
Rally Ring - Power
- Removed
Black Hole - Power
- Removed
Pulse Spike - Epic Weapon Hero Item
- Removed Attack Speed after using Pulsar Torpedoes.
- Added "+35% Ally Lock On Speed".
- Cost decreased to 10000 (Down from 11000).
Long Range Blaster - Epic Weapon Hero Item
- Removed "[Mediblaster] deals 15% increased damage and healing to targets farther than 12m away."
- Added "[Mediblaster] has 5m increased falloff range."
Gravitational Push - Epic Weapon Hero Item
- Cost decreased to 9000 (Down from 10000).
Lux Loop - Rare Ability Hero Item
- Ability Power decreased to 5% (Down from 10%).
- Added 5% Weapon Power.
Speed Tunnel - Rare Ability Hero Item
- New
- Activating Glide Boost as you pass through Hyper Ring reduces cooldown of Glide Boost by 50%.
- 5000 Cost
Boosted Rockets - Epic Survival Hero Item
- Cost decreased to 9500 (Down from 12000).
MediMaster - Power
- Critical Hit additional damage increased from 150% to 200%.
- Critical Hits now reduce the cooldown of [Hyper Ring] by 0.2s
Medicinal Missiles - Power
- Now heals extra 30 health on pulsar hit.
- Increased cooldown reduction to 1.5s (Up from 1s).
- Increased overhealth to 85 (Up from 75).
- Increased attack speed to 35% (Up from 20%).
- Increased weapon power to 20% (Up from 15%).
PulStar Destroyers - Epic Ability Hero Item
- Damage increased to 35 (Up from 20).
Orbital Alignment - Power
- Now enemies within the Orbital Ray will float up.
Blink Boosts - Power
- Increased cooldown reduction to 40% (Up from 30%).
MediMaster - Power
- Increased critical scalar to 1.5 (Up from 1.25).
Stellar Focus - Power
- Increased duration to 50% (Up from 35%).
Blink Boosts - Power
- Decreased Cooldown Reduction to 30% (Down from 65%).
Hyper Healer - Power
- Decreased Overhealth to 75 (Down from 100).
Evasive Glide - Hero Item
- Removed.
Lock-on Shield - Rare Survival Hero Item.
- Changed Item category from Ability to Survival.
- Changed Item stat from 10% Ability Power to 25 Health.
- Decreased Overhealth scalar to 25% (Down from 50%).
Boosted Rockets - Epic Survival Hero Item.
- Changed Item rarity from Rare to Epic.
- Changed Item price from 4000 to 12000.
- Updated Item effect: During Glide Boost, gain 10% Damage Reduction.
Medicinal Missiles - Power
- Removed additional 30 Healing.
Hyper Healer - Power
- Increased Overhealth to 100 (Up from 50).
Black Hole - Power
- Increased Slow duration to 2 seconds. (Up from 1 second).
Pulsar Torpedo enthusiasts have been everywhere you look in Stadium and sometimes it feels like there's always a Pulsar Torpedo chasing you. We're reducing the cooldown of Cosmic Coolant per hit to reduce some of her ability pacing.
We felt that PulStar Destroyers had too much vertical power for damage focused Pulsar Torpedo builds. We've replaced the Ability Power with Ability Lifesteal to retain that aggressive playstyle.
Solar Shielding was providing too much Ability Power combined with its effect at its current cost.- Increased the amount of Stadium Cash gained from damage and healing by 33.33%.
Cosmic Coolant – Power
- Cooldown per target hit reduced to 0.5 second (down from 1 second).
PulStar Destroyers – Epic Ability Hero Power
- Removed 15% Ability Power.
- Added 10% Ability Lifesteal.
Solar Shielding – Epic Ability Hero Power
- Ability Power reduced to 15% (down from 25%).
- Introducing Stadium
- Tank Heroes: D.Va, Junker Queen, Orisa, Reinhardt, and Zarya.
- Damage Heroes: Ashe, Cassidy, Genji Mei, Reaper, and Soldier: 76.
- Support Heroes: Ana, Juno, Kiriko, Lucio, Mercy, and Moira.
References
- ↑ 1.0 1.1 1.2 Juno, PlayOverwatch. Accessed on 2024-10-17
- ↑ Overwatch 2, Juno Quotations
- ↑ 2024-08-09, Özge Kayalar responding to comments. YouTube, accessed on 2024-08-09
- ↑ 2024-08-20, Message from Rika Tachibana, voice actress for the Japanese version of Juno. YouTube, accessed on 2024-08-21
- ↑ 2023-11-04, Every Overwatch 2 BlizzCon 2023 announcement: Mauga, new heroes, Clash mode, and more. Windows Central, accessed on 2023-11-05
- ↑ 6.0 6.1 6.2 2023-11-05, Complete Blizzcon 2023 Summary. Reddit, accessed on 2023-11-05
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 7.8 Cite error: Invalid
<ref>tag; no text was provided for refs namedJunoBreakdown - ↑ https://youtu.be/9Uvoc1WVrWs?si=vaPWA4s8Vj9KXOVr&t=971
- ↑ 9.0 9.1 9.2 9.3 2024-09-20, First steps for Martian Kind – A Look at Juno’s Development. Blizzard Entertainment, accessed on 2024-09-24
- ↑ 2024-09-13, Director’s Take – Juno, Clash, and a Look Ahead to Midseason. Blizzard Entertainment, accessed on 2024-09-19
- ↑ 2026-03-30, I am obsessed with these deep dives into how Overwatch cultivates its incredible sound design for each hero. PC Gamer, accessed on 2026-04-05
- ↑ 2023-11-04, BlizzCon 2023: Everything Announced At The Opening Ceremony. Kotaku, accessed on 2023-11-04
- ↑ 2026-02-20, Overwatch - Behind the Sounds - Juno. Nicholas Yochum YouTube, accessed on 2026-04-04
- ↑ 2024-07-18, Juno | New Hero Gameplay Trailer | Overwatch 2. PlayOverwatch YouTube, accessed on 2025-07-05
- ↑ 2024-07-19, The Animation of Juno - Overwatch. YouTube, accessed on 2025-07-05
- ↑ 2024-07-18, Juno | New Hero Gameplay Trailer | Overwatch 2. PlayOverwatch YouTube, accessed on 2024-07-18
- ↑ CF2lter (Reddit) (2024-07-09). S11 - little datamining. Retrieved on July 14, 2024.
- ↑ https://kotaku.com/overwatch-2-juno-support-trial-period-space-ranger-1851599766
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