overwatch

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]

Abilities

Passive Abilities

Sub-Role: Survivor
Hero-ability-circle
Sub-Role Support Survivor Circle
Type
Passive Ability
Using a movement ability activates passive health regeneration.
Duration:
0.25 seconds (minimum)

Additional details:
  • 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).

Martian Overboots
SPACE
Hero-ability-circle
Ability-Juno1
Type
Passive Ability
Effect Type
Movement Movement
While airborne, press Jump to double jump and hold Jump to hover.
Movement speed:
3 m/s (falling)
10.8 m/s (double jump)
movement
Silenced by Hinder. An ability that grants the hero enhanced movement that ends prematurely when interrupted by Displace, Hacked, Hinder, Sleep, and Stun.

Additional details:
  • Allows Juno to jump once while airborne, and causes her to fall slower when the jump input is held.

Keywords:
movement
Silenced by Hinder. An ability that grants the hero enhanced movement that ends prematurely when interrupted by Displace, Hacked, Hinder, Sleep, and Stun.

Weapons

Mediblaster
Key mouse 1
Hero-ability-circle
Ability-Juno2
Type
Weapon
Effect Type
Hitscan Hitscan
Blocked by barriers.
Ignores barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Burst fire weapon that heals allies and damages enemies.
Damage:
7.5 - 2.25 (per round)
90 - 27 (per burst)
Falloff range:
25 - 35 meters (damage and healing)
Headshot:
✓ (x1.5, damage only)
Healing:
6 - 1.8 (per round)
72 - 21.6 (per burst)
Rate of fire:
1.29 shots/s
Shots per volley:
12
Ammo consumption:
12 per shot
Ammo:
180
Reload time:
1.5 seconds
Projectile radius:
0.04 meters
Spread:
0.85 degrees
hitscan
Projectile attacks and healing with no travel time, hitting targets instantly.
lesser critical
Deals 1.5x damage when hitting critical locations. Ignores Bruiser's Critical Damage Resistance.

Additional details:
  • 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.

Keywords:
hitscan
Projectile attacks and healing with no travel time, hitting targets instantly.
lesser critical
Deals 1.5x damage when hitting critical locations. Ignores Bruiser's Critical Damage Resistance.

Special Abilities

Pulsar Torpedoes
Key mouse 2
Hero-ability-circle
Ability-Juno3
Cooldown Icon
10 seconds (lock on)
2 seconds (no lock on)
Type
Ability
Effect Type
Projectile Projectile
Targeted Targeted
!
Partially blocked by barriers.
Ignores barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Press Secondary Fire to lock on, then Primary Fire to fire homing projectiles. Heals allies over time and damages enemies.
Damage:
85
Headshot:
Healing:
85 (direct)
50 (over time)
Cast time:
0 + 0.3 seconds
Duration:
2.5 seconds (HoT)
0.5 - 1 seconds (lock-on)
0.38 - 4 seconds (targeting)
Max. range:
40 meters (targeting)
channeled
A continuous action that ends prematurely when interrupted by Displace, Hacked, Sleep, or Stun.
travel time
Projectile attacks and healing with travel time. Can be Negated.

Additional details:
  • 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. Ability-ashe4 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: Ability Doomfist Meteor Strike Meteor Strike, Ability-mei2 Cryo-Freeze, Ability-tracer3 Recall and Burrow icon 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.
    • Ability-Juno4 Glide Boost and Ability-Juno1 Martian Overboots can be used while channeling without interrupting the channel.
    • Activating Ability-Juno6 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 Ability-genji2 Deflect do not home.

6v6 details:
  • Cooldown increased from 10 to 12 seconds.

Keywords:
channeled
A continuous action that ends prematurely when interrupted by Displace, Hacked, Sleep, or Stun.
travel time
Projectile attacks and healing with travel time. Can be Negated.

Glide Boost
LSHIFT
Hero-ability-circle
Ability-Juno4
Cooldown Icon
6 seconds
Type
Ability
Effect Type
Movement Movement
Glide horizontally with increased movement speed.
Cast time:
None
Duration:
4 seconds
Mov. speed buff:
+247% (initial)
+40% (lingering)
Knockback Mod.:
-50% received (flight resistance)
channeled
A continuous action that ends prematurely when interrupted by Displace, Hacked, Sleep, or Stun.
speed cap
The Movement Speed Bonus granted by this ability cannot exceed +75% when combined with other Speed Cap abilities.
strong movement
Silenced by Hinder.

Additional details:
  • 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.

Keywords:
channeled
A continuous action that ends prematurely when interrupted by Displace, Hacked, Sleep, or Stun.
speed cap
The Movement Speed Bonus granted by this ability cannot exceed +75% when combined with other Speed Cap abilities.
strong movement
Silenced by Hinder.

Hyper Ring
E
Hero-ability-circle
Ability-Juno5
Cooldown Icon
14 seconds
Type
Ability
Effect Type
Projectile Projectile
Area of effect Area of effect
Blocked by barriers.
Ignores barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Deploy a ring that increases movement speed of allies that pass through it.
Cast time:
0.24 + 0.3 seconds
Duration:
6 seconds (ring)
3 seconds (speed boost)
Max. range:
17 meters
Radius:
4 meters
Mov. speed buff:
+50%
Projectile radius:
None
area of effect
Affects targets in an area.
ignore barrier
No effects of this ability collide with Barriers or heroes.
speed cap
The Movement Speed Bonus granted by this ability cannot exceed +75% when combined with other Speed Cap abilities.
strong projectile
A projectile that cannot be Negated.

Additional details:
  • 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. Ability-ashe4 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 Ability-Juno4 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.

Keywords:
area of effect
Affects targets in an area.
ignore barrier
No effects of this ability collide with Barriers or heroes.
speed cap
The Movement Speed Bonus granted by this ability cannot exceed +75% when combined with other Speed Cap abilities.
strong projectile
A projectile that cannot be Negated.

Ultimate Ability

Orbital Ray
Q
Hero-ability-circle
Ability-Juno6
Ultimate Ready
2900
Type
Ultimate Ability
Effect Type
Area of effect Area of effect
Blocked by barriers.
Ignores barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Call down a ray that travels forward, healing allies and increasing their damage.
Healing:
85 per second
Dmg. amplification:
+30% dealt
Cast time:
0.5 + 0.3 seconds
Duration:
8 seconds
Max. range:
20 meters
Radius:
8 meters
Movement speed:
2.25 m/s
amp
Increases damage.
area of effect
Affects targets in an area.
ignore barrier
No effects of this ability collide with Barriers or heroes.

Additional details:
  • 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 Icon Kitsune Rush.

Keywords:
amp
Increases damage.
area of effect
Affects targets in an area.
ignore barrier
No effects of this ability collide with Barriers or heroes.

Perks

Minor Perks

A Minor Perk can be chosen at level 2.

Familiar Vitals
Hero-ability-circle
Perk FamiliarVitals
Type
Minor Perk
Pulsar Torpedoes lock onto allies 35% faster.

Additional details:
  • 0.35 - 0.7 seconds (lock-on allies)

Locked On
Hero-ability-circle
Locked On
Type
Minor Perk
Reduce the cooldown of Pulsar Torpedoes by 1 second for each enemy hit.

    Major perks

    A Major Perk can be chosen at level 3.

    Faster Blaster
    Hero-ability-circle
    Perk Faster Blaster
    Type
    Major Perk
    While using Glide Boost, Mediblaster fires continuosly.
    Rate of fire:
    20 shots/s
    Shots per volley:
    1
    Ammo consumption:
    1 per shot

    Additional details:
    • Damage per second: 150 while firing
    • Healing per second: 120 while firing

    Lift Off
    Hero-ability-circle
    Perk Lift Off
    Type
    Major Perk
    Martian Overboots can now triple jump.

      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 Ability-Juno1 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 Ability-Juno3 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 Ability-Juno5 Hyper Ring and Ability-Juno6 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 Ability-Juno2 Mediblaster fires multiple bullets per shot and missing some of them will greatly impact Juno's potential healing and damage output.

      Weapons & Abilities







      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:

      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:

      Synergies are graded on a scale of 5 levels:

      Tank

      Hero Match-Up Team Synergy
      Icon-D.Va
      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 Ability-dva3 Defense Matrix can block both your Ability-Juno2 Mediblaster and Ability-Juno3 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 Ability-Juno3 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 Ability-Juno5 Hyper Ring when she uses her Ability-dva2 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.

      Icon-Doomfist
      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 Ability-Juno3 Pulsar Torpedoes are a great follow up to his engagements.

      Icon-Hazard
      Hazard
      TBA PRIORITY TARGET

      TBA SYNERGY

      Icon-Junker Queen
      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 Ability-Juno5 Hyper Ring. Her Commanding Shout Icon Commanding Shout also stacks with your speed to the global limit.

      Icon-Mauga
      Mauga
      TBA RISK

      TBA SYNERGY

      Mauga's Overrun icon Overrun does a significant amount of damage if he catches an enemy with it, making it a great ability to follow up with your Ability-Juno3 Pulsar Torpedoes. Ability-Juno5 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 icon 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 icon Cardiac Overdrive well.

      Icon-Orisa
      Orisa
      TBA RISK

      TBA SYNERGY

      Ability-Juno5 Hyper Ring can help Orisa move around without having to rely on using her Ability JavelinSpin Javelin Spin. The speed stacks, which can get her into range for her ultimate, Ultimate TerraSurge Terra Surge, very quickly.

      Icon-Ramattra
      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 Icon 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. Ability-Juno5 Hyper Ring can also help your allies put distance between them and Ramattra when he is engaging. However, his Ravenous Vortex Icon Ravenous Vortex can be deadly if he catches you in it during Ability-Juno4 Glide Boost. Your Ability-Juno6 Orbital Ray can sustain your team through his ultimate, Annihilation Icon Annihilation. His Void Barrier Icon Void Barrier can block your Ability-Juno2 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.

      Icon-Reinhardt
      Reinhardt
      TBA RISK

      TBA SYNERGY

      Your Hyper Ring can help Reinhardt move around without relying on his Ability-reinhardt3 Charge, which leaves him vulnerable. It also helps him close distance while holding up his Ability-reinhardt2 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 Ability-reinhardt5 Earthshatter can ensure he reaches whatever target he has stunned before they can get up and escape him. Following up his Ability-reinhardt4 Fire Strike with your Ability-Juno3 Pulsar Torpedoes and Ability-Juno2 Mediblaster can secure a kill that Reinhardt himself wouldn't be able reach himself.

      Icon-Roadhog
      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.

      Icon-Sigma
      Sigma
      TBA RISK

      TBA SYNERGY

      Sigma has no mobility skills himself, so your Ability-Juno5 Hyper Ring can help him move between cover and push through chokes. You can benefit from his Abilities-sigma2 Experimental Barrier to help him poke at the enemy team before the full engagement. Your Ability-Juno6 Orbital Ray can combo well with his Abilities-sigma5 Gravitic Flux, keeping him alive through the channeling of his ultimate where he cannot defend himself with his barrier or Abilities-sigma3 Kinetic Grasp, and the damage boost can help during the clean up after his ultimate lands.

      Icon-Winston
      Winston
      TBA RISK

      As a Dive hero, Winston is dangerous for you. His Ability-winston1 Tesla Cannon doesn't require him to track you, so your mobility doesn't do you much good against him. His Ability-winston3 Barrier Projector blocks your Ability-Juno2 Mediblaster and Ability-Juno3 Pulsar Torpedoes. He can scatter your team out of your Ability-Juno6 Orbital Ray with his own ultimate.

      TBA SYNERGY

      You can keep pace with Winston and support him when he dives. Timing your Ability-Juno3 Pulsar Torpedoes with his landing can help him burst his target down quickly before they can be peeled.

      Icon-Wrecking Ball
      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.

      Icon-Zarya
      Zarya
      TBA RISK

      Your mobility can keep you out of Zarya's effective range, for the most part, and your Ability-Juno5 Hyper Ring can help your teammates get away from her, too. She can block your Ability-Juno3 Pulsar Torpedoes with her Ability-zarya2 Particle Barrier, so be mindful of her cooldowns or you'll feed her energy. The healing from your Ability-Juno6 Orbital Ray can sustain your team if they get caught by Ability-zarya4 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
      Icon-ashe
      Ashe
      TBA RISK

      TBA SYNERGY

      Icon-Bastion
      Bastion
      TBA RISK

      TBA SYNERGY

      Icon-cassidy
      Cassidy
      TBA RISK

      TBA SYNERGY

      Icon-Echo
      Echo
      TBA RISK

      TBA SYNERGY

      Icon-Genji
      Genji
      TBA RISK

      TBA SYNERGY

      Icon-Hanzo
      Hanzo
      TBA RISK

      TBA SYNERGY

      Icon-Junkrat
      Junkrat
      TBA RISK

      TBA SYNERGY

      Icon-Mei
      Mei
      TBA RISK

      TBA SYNERGY

      Icon-Pharah
      Pharah
      TBA RISK

      TBA SYNERGY

      Icon-Reaper
      Reaper
      TBA RISK

      TBA SYNERGY

      Icon-Sojourn
      Sojourn
      TBA RISK

      TBA SYNERGY

      Icon-Soldier 76
      Soldier: 76
      TBA RISK

      TBA SYNERGY

      Icon-Sombra
      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

      Icon-Symmetra
      Symmetra
      TBA RISK

      TBA SYNERGY

      Icon-Torbjörn
      Torbjörn
      TBA RISK

      TBA SYNERGY

      Icon-Tracer
      Tracer
      TBA RISK

      TBA SYNERGY

      Icon-Venture
      Venture
      TBA RISK

      TBA SYNERGY

      Icon-Widowmaker
      Widowmaker
      TBA RISK

      TBA SYNERGY

      Support

      Hero Match-Up Team Synergy
      Icon-Ana
      Ana
      TBA PRIORITY TARGET

      TBA SYNERGY

      Icon-Baptiste
      Baptiste
      TBA PRIORITY TARGET

      TBA SYNERGY

      Icon-Brigitte
      Brigitte
      TBA PRIORITY TARGET

      TBA SYNERGY

      Icon-Illari
      Illari
      TBA PRIORITY TARGET

      TBA SYNERGY

      Icon-Juno
      Juno
      TBA PRIORITY TARGET

      TBA SYNERGY

      This Synergy can only occur in Gamemodes with no hero-locks or if an Echo is present.

      Icon-kiriko
      Kiriko
      TBA PRIORITY TARGET

      TBA SYNERGY

      Icon-Lifeweaver
      Lifeweaver
      TBA PRIORITY TARGET

      TBA SYNERGY

      Icon-Lúcio
      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.

      Icon-Mercy
      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 Ability-Juno3 Pulsar Torpedoes are invaluable in helping finish Mercy off before she can escape with her Ability-mercy3 Guardian Angel. Your hitscan Ability-Juno2 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.

      Icon-Moira
      Moira
      TBA PRIORITY TARGET

      TBA SYNERGY

      Icon-Zenyatta
      Zenyatta
      TBA PRIORITY TARGET

      TBA SYNERGY

      Map Strategies

      Control

      Control  Control Map Strategies
      Map Strategy & Stage Tips
      Control

      Overall Strategy

      TBA RATING | TBA FEATURE
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      Antarctic Peninsula 1

       Antarctic Peninsula

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      Labs
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      Sublevel
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      Icebreaker
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      Overwatch Busan

      South Korea Busan

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      Downtown
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      Sanctuary
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      MEKA Base
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      Ilios

      Greece Ilios

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      Lighthouse
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      Well
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      Ruins
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      Lijiang Tower loading screen

      China Lijiang Tower

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      Control Center
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      Garden
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      Night Market
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      Nepal loading screen

      Nepal Nepal

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      Village
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      Shrine
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      Sanctum
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      Oasis

      Iraq Oasis

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      City Center
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      Gardens
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      University
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      Samoa beach

      Samoa Samoa

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      Beach
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      Downtown
      Strategy details missing.
      Volcano
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      Escort

      Escort  Escort Map Strategies
      Map Strategy & Stage Tips
      Escort

      Overall Strategy

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      Monte Carlo

      Monaco Circuit Royal

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      Attack
      Strategy details missing.
      Defense
      Strategy details missing.
      Dorado-streets2

      Mexico Dorado

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      Attack
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      Defense
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      Havana

      Cuba Havana

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      Attack
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      Junkertown

      Australia Junkertown

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      Attack
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      Rialto

      Italy Rialto

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      Attack
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      Strategy details missing.
      Route 66

      USA Route 66

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      Attack
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      ShambaliEscort

      Nepal Shambali Monastery

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      Attack
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      Gibraltar

      Gibraltar Watchpoint: Gibraltar

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      Attack
      Strategy details missing.
      Defense
      Strategy details missing.

      Hybrid

      Hybrid  Hybrid Map Strategies
      Map Strategy & Stage Tips
      Hybrid

      Overall Strategy

      TBA RATING | TBA FEATURE
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      Blizzard World

      Blizzard World

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      Attack
      Strategy details missing.
      Defense
      Strategy details missing.
      Eichenwalde

      Germany Eichenwalde

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      Attack
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      Hollywood-set

      USA Hollywood

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      Attack
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      Defense
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      King's Row concept

      United Kingdom King's Row

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      Attack
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      MidtownLoading

      USA Midtown

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      Attack
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      Numbani Loading Screen

      Numbani

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      Attack
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      Defense
      Strategy details missing.
      Paraíso pvp

      Brazil Paraíso

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      Attack
      Strategy details missing.
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      Strategy details missing.

      Push

      Push  Push Map Strategies
      Map Strategy & Stage Tips
      Push

      Overall Strategy

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      Colosseo (day)

      Italy Colosseo

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      Pushing
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      Defending
      Strategy details missing.
      PortugalPush

      Portugal Esperança

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      Pushing
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      Defending
      Strategy details missing.
      Toronto

      Canada New Queen Street

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      Pushing
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      Defending
      Strategy details missing.
      Runasapi 2

      Peru Runasapi

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      Pushing
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      Defending
      Strategy details missing.

      Flashpoint

      Flashpoint  Flashpoint Map Strategies
      Map Strategy & Stage Tips
      Flashpoint

      Overall Strategy

      TBA RATING | TBA FEATURE
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      Aatlis loading screen

      Morocco Aatlis

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      Station
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      Garden
      Strategy details missing.
      Town Center
      Strategy details missing.
      Bazaar
      Strategy details missing.
      Resort
      Strategy details missing.
      New Junk City

      Australia New Junk City

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      Arena
      Strategy details missing.
      The Ducts
      Strategy details missing.
      Refinery
      Strategy details missing.
      Junkyard
      Strategy details missing.
      Bomb Flats
      Strategy details missing.
      Suravasa

      India Suravasa

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      Market
      Strategy details missing.
      Garden
      Strategy details missing.
      Palace
      Strategy details missing.
      Temple
      Strategy details missing.
      Ruins
      Strategy details missing.

      Achievements

      Name Icon Description Reward
      Pulsars Inbound
      Ability-Juno3 Hit 6 targets with a single use of Pulsar Torpedoes in Quick or Competitive Play.
      Spray Juno Cute
      Cute
      Welcome to Orbit
      Ability-Juno6 Get 4 kills or assists with a single use of Orbital Ray in Quick or Competitive Play.
      Spray Juno Pixel
      Pixel

      Trivia

      Juno

      Juno

      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

      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

      Removed abilities

      Hyper Boost
      Hero-ability-circle
      Perk HyperBoost
      Type
      Minor Perk
      While using Glide Boost, passing through Hyper Ring pushes you forward.

      Additional details:

      Re-Boots
      Hero-ability-circle
      Perk ReBoots
      Type
      Minor Perk
      Activating Glide Boost resets Double Jump.

      Additional details:
      • Removed in Season 18.

      Master Blaster
      Hero-ability-circle
      Perk MasterBlaster
      Type
      Major Perk
      Mediblaster can crit enemies.
      Headshot:
      ✓ (x1.5)

      Additional details:
      • Removed in Season 18.
      • Added to her base kit in Season 20.

      Media

      Concept Art

      Hero Kit (by Daryl Tan)
      Hero of Heart Skin Concept Art (by Tina Wei)

      Videos

      Balance Change Logs

      For more information, see Patch Notes.

      Overwatch PvP
      Patch
      Description

      Ability-Juno4 Glide Boost

      • Movement speed bonus reduced from 50% to 40%.
      Juno has limited defensive options against close-range threats. Allowing Mediblaster to critically hit improves her ability to defend herself while rewarding accuracy.

      Ability-Juno2 Mediblaster

      • Mediblaster can now deal critical damage against enemies.
      This partial reversion to Juno’s previous air strafing makes her movement more responsive without making her overly evasive to fight against.

      Ability-Juno4 Glide Boost

      • Movement acceleration in air increased by 50% when changing directions while Glide Boost active.
      Developer Comments: Orbital Ray remains a strong support ultimate, but Juno’s time to earn it can feel a bit slow. This change keeps her ultimate among the longer-to-earn options while bringing her closer in line with the rest of the hero roster.

      Ability-Juno6 Orbital Ray

      • Ultimate cost reduced 8%.

      Perk ReBoots Re-Boots - Minor Perk

      • Removed.

      Locked On Locked On - Minor Perk

      • Changed to a Minor Perk.
      • Cooldown reduction now 1 second (down from 1.5 seconds).

      Perk MasterBlaster Master Blaster - Major Perk

      • Removed.

      Perk Lift Off Lift Off - Major Perk

      • New Major Perk.
      • Martian Overboots can now triple jump.

      Perk Faster Blaster Faster Blaster - Major Perk

      • While Glide Boost is active, Mediblaster fires continuously.

      Ability-Juno2 Mediblaster - Primary Fire

      • Minimum falloff range increased from 20 to 25 meters.

      Ability-Juno4 Glide Boost - Ability 1

      • Movement acceleration in air reduced when changing directions, after the initial movement burst.

      Perk HyperBoost Hyper Boost

      • Removed.

      Perk ReBoots Re-Boots

      • Moved to Minor Perk.
      • Duration increase removed.

      Locked On Locked On

      • New Major Perk.
      • Reduce the cooldown of Pulsar Torpedoes by 1.5 seconds for every enemy hit.

      Ability-Juno6 Orbital Ray

      • Ultimate cost increased 10%.
      Developer Comment: Enhancing Re-Boots to be a more valuable mobility perk, allowing players to hover for longer and utilize the double jump reset.

      Perk ReBoots Re-Boots

      • Now also increases the duration of Glide Boost by 25%.
      Hero Perks

      Perk FamiliarVitals Familiar Vitals

      • Pulsar Torpedoes lock onto allies 35% faster.

      Perk HyperBoost Hyper Boost

      • While using Glide Boost, passing through Hyper Ring pushes you forward.

      Perk MasterBlaster Master Blaster

      • Mediblaster can crit enemies.

      Perk ReBoots Re-Boots

      • Activating Glide Boost resets Double Jump.
      Developer Comment: Juno’s ultimate remains too powerful when used effectively by her allies. Reducing both the duration and damage amplification will reduce the potency of the ultimate.

      Ability-Juno6 Orbital Ray

      • 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.
      Developer Comments: Juno was the top tier meta support hero and was overperforming last season. Orbital Ray has also proven to be one of the more impactful ultimate abilities so we're reducing how frequently it comes up.

      Ability-Juno6 Orbital Ray

      • Ultimate cost increased 10%.

      Ability-Juno6 Orbital Ray

      • Healing reduced from 100 to 85 health per second.
      Developer Comments: Juno's healing output is too high for how much mobility she possesses so we're shortening her falloff range to increase the importance of positioning well with her mobility abilities.

      Ability-Juno2 Mediblaster

      • Falloff range reduced from 30-50 meters to 20-35 meters.
      • Healing per projectile reduced from 6.5 to 6.

      Ability-Juno2 Mediblaster

      • 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.
      Developer Comment: While Juno's damage output from her Mediblaster is increased, her healing output is unchanged.

      Ability-Juno2 Mediblaster

      • Damage increased from 7 to 8.

      Ability-Juno4 Glide Boost

      • Cooldown reduced from 8 to 6 seconds.
      Developer Comment: Community feedback on Juno's trial was split between over and underpowered. On the stat side, she performed strongly in most every categories but particularly overperformed in healing output over the course of a game. These changes are improving her utility while pulling back lightly on healing throughput, since we'd still like her to launch in a strong state as players grow accustomed to her playstyle. There were also quite a few quality-of-life improvements that are listed elsewhere in the patch notes.
      • Juno has been added to the lineup.
      • Juno is now eligible for Competitive Play.
      • Base health reduced from 250 to 225.

      Ability-Juno2 Mediblaster

      • Burst projectile volley rate of fire reduced from 34 to 28 shots per second.

      Ability-Juno3 Pulsar Torpedoes

      • Damage and Healing impact increased from 75 to 85.
      • Heal-over-time reduced from 60 to 50 health.

      Ability-Juno5 Hyper Ring

      • Deploy range increased by 3.5 meters.
      • Cooldown reduced from 16 to 14 seconds.

      Ability-Juno6 Orbital Ray

      • 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

      Ability-Juno2 Mediblaster

      • Primary Fire
      • Burst fire weapon that heals allies and damages enemies.

      Ability-Juno3 Pulsar Torpedoes

      • Secondary Fire
      • Press Secondary Fire to lock on, then Primary Fire to fire homing projectiles. Heals allies over time and damages enemies.

      Ability-Juno4 Glide Boost

      • Ability 1
      • Glide horizontally with increased movement speed.

      Ability-Juno5 Hyper Ring

      • Ability 2
      • Deploy a ring that increases movement speed of allies that pass through it.

      Ability-Juno6 Orbital Ray

      • Ultimate
      • Call down a ray that travels forward, healing allies and increasing their damage.

      Ability-Juno1 Martian Overboots

      • Passive
      • While airborne, press Jump to double jump and hold Jump to hover.

      Overwatch 6v6
      Patch
      Description

      Ability-Juno3 Pulsar Torpedoes

      • (6v6) Cooldown increased from 10 to 12 seconds.

      Ability-Juno3 Pulsar Torpedoes

      • Cooldown reduced from 12 to 10 seconds. (undocumented)

      Ability-Juno5 Hyper Ring

      • Duration increased from 4.5 to 6 seconds. (undocumented)

      Ability-Juno3 Pulsar Torpedoes

      • Cooldown increased from 10 to 12 seconds.

      Ability-Juno5 Hyper Ring

      • Maximum duration reduced from 6 to 4.5 seconds.

      Ability-Juno6 Oribital Ray

      • Maximum duration reduced from 10 to 8 seconds.

      Overwatch Stadium
      Patch
      Description
      We're fixing some bugs that popped up with the recent changes to Juno and adding a bit more firepower to her Weapon Power oriented builds.

      Medimaster MediMaster

      • Critical damage increased from 175% to 200%.

      Long Range Blaster Long Range Blaster

      • [Mediblaster] Falloff range bonus increased from 5m to 15m.

      Power Heal Formation Heal Formation

      • Re-enabled.
      We're improving Juno's Weapon Power oriented builds and improving the viability of some lesser picked powers and items.

      Medimaster MediMaster - Power

      • Critical Multiplier decreased to 175% (Down from 200%).
      • Tooltip now correctly states that it also allows you to crit on allies.

      Power Fission Chamber Fission Chamber - Power

      • New
      • While affected by [Hyper Ring], [Medi-Blaster] has a fully automatic fire rate.

      Power Heal Formation Heal Formation - Power

      • New
      • Allies affected by [Hyper Ring] are healed for 40% of any damage you do.

      Stellar Focus Stellar Focus - Power

      • Added "While using [Glide Boost] or hovering, gain 100% more Ultimate Charge from Damage or Healing."

      Rally Ring Rally Ring - Power

      • Removed

      Black Hole Power Black Hole - Power

      • Removed

      Pulse Spike 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 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 Gravitational Push - Epic Weapon Hero Item

      • Cost decreased to 9000 (Down from 10000).

      Lux Loop Lux Loop - Rare Ability Hero Item

      • Ability Power decreased to 5% (Down from 10%).
      • Added 5% Weapon Power.

      Item Speed Tunnel 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 Boosted Rockets - Epic Survival Hero Item

      • Cost decreased to 9500 (Down from 12000).

      Medimaster MediMaster - Power

      • Critical Hit additional damage increased from 150% to 200%.
      • Critical Hits now reduce the cooldown of [Hyper Ring] by 0.2s
      Bringing back the extra heal that Medicinal Missiles used to have. This boost adds more sustain for allies and makes her supportive playstyle feel even more rewarding when landing those precise shots.

      Medicinal Missiles Medicinal Missiles - Power

      • Now heals extra 30 health on pulsar hit.
      Juno’s kit has been seeing high versatility, but a few powers weren’t keeping up with the pace of current matches. These updates give her stronger offensive and defensive options with more punch from range, faster follow-ups, and sturdier healing.

      Rally Ring Rally Ring

      • Increased cooldown reduction to 1.5s (Up from 1s).

      Hyper Healer Hyper Healer

      • Increased overhealth to 85 (Up from 75).

      Gravitational Push Gravitational Push

      • Increased attack speed to 35% (Up from 20%).

      Long Range Blaster Long Range Blaster

      • Increased weapon power to 20% (Up from 15%).
      Developer comments: PulStar Destroyers were underwhelming compared to other Epic tier options. This boost should make this hero item feel far more destructive and worthy of its name.

      Pulstar Destroyers PulStar Destroyers - Epic Ability Hero Item

      • Damage increased to 35 (Up from 20).
      Developer Comments: Juno lost her blinky shoes, and her performance took a hit. While some players were happy to see her less airborne, it made it much harder for Juno to stay impactful. This buff helps her regain strength while making sure she doesn’t end up permanently zipping around the skies.

      Orbital Alignment Orbital Alignment - Power

      • Now enemies within the Orbital Ray will float up.

      Blink Boosts Blink Boosts - Power

      • Increased cooldown reduction to 40% (Up from 30%).
      Developer Comments: Medimaster wasn’t quite delivering the payoff expected for a critical-focused builds. This buff increases its crit multiplier to better reward precision and reinforce its role as a high-risk, high-reward option for skilled players.

      Medimaster MediMaster - Power

      • Increased critical scalar to 1.5 (Up from 1.25).
      Developer Comments: Stellar Focus lacked a clear standout strength compared to other power options, often feeling underwhelming in practice. This update aims to give it a more defined impact, helping it stand out as a meaningful and competitive choice in your build.

      Stellar Focus Stellar Focus - Power

      • Increased duration to 50% (Up from 35%).
      Developer comments: Juno’s Blink Boosts have been dominating the skies, especially when paired with ability-survival items to gain overhealth and damage repeatedly. After reviewing performance data and player feedback, we've committed to a multi-step approach to bring this build back into balance. This update is the second step in that process, with more adjustments planned to ensure a healthier gameplay experience for both Juno players and their opponents.

      Blink Boosts Blink Boosts - Power

      • Decreased Cooldown Reduction to 30% (Down from 65%).
      Developer Comments: At higher MMR tiers, Juno has earned the nickname "Flying Tracer" for good reason. Her survivability, especially after Round 3, made her extremely slippery and difficult to deal with. This base adjustment is focused on slightly reducing her survival capability to keep her challenging without feeling unfair to eliminate.

      Hyper Healer Hyper Healer - Power

      • Decreased Overhealth to 75 (Down from 100).
      Developer Comments: Juno had a standout performance last season, with Pulsars delivering consistently high impact. For this season, we’re making targeted adjustments to slightly lower its peak output while opening up more room for build variety. The goal is to preserve her strength while encouraging a broader range of viable playstyles.

      Forti-Glide Evasive Glide - Hero Item

      • Removed.

      Lock-On Shield 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 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 Medicinal Missiles - Power

      • Removed additional 30 Healing.
      Developer Comments: Hyper Ring has seen frequent use in Juno’s kit, but it hasn’t kept pace with the impact of her other powers. We're giving it a boost to bring it in line with the rest of her options, making it a more competitive pick that rewards smart positioning and timing.

      Hyper Healer Hyper Healer - Power

      • Increased Overhealth to 100 (Up from 50).

      Black Hole Power Black Hole - Power

      • Increased Slow duration to 2 seconds. (Up from 1 second).
      Developer Comments: We know Juno has been very popular in Stadium but we’re addressing some of the most oppressive aspects of those builds in this update. We have found that on average, Juno was earning less Cash from damage and healing than other heroes, especially in the early rounds. We’re increasing this to help balance out with some of the Pulsar Torpedo build nerfs, as well as to help out the other Juno builds that are underperforming.

      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 Cosmic Coolant – Power

      • Cooldown per target hit reduced to 0.5 second (down from 1 second).

      Pulstar Destroyers PulStar Destroyers – Epic Ability Hero Power

      • Removed 15% Ability Power.
      • Added 10% Ability Lifesteal.

      Solar Shielding 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. 1.0 1.1 1.2 Juno, PlayOverwatch. Accessed on 2024-10-17
      2. Overwatch 2, Juno Quotations
      3. 2024-08-09, Özge Kayalar responding to comments. YouTube, accessed on 2024-08-09
      4. 2024-08-20, Message from Rika Tachibana, voice actress for the Japanese version of Juno. YouTube, accessed on 2024-08-21
      5. 2023-11-04, Every Overwatch 2 BlizzCon 2023 announcement: Mauga, new heroes, Clash mode, and more. Windows Central, accessed on 2023-11-05
      6. 6.0 6.1 6.2 2023-11-05, Complete Blizzcon 2023 Summary. Reddit, accessed on 2023-11-05
      7. 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 named JunoBreakdown
      8. https://youtu.be/9Uvoc1WVrWs?si=vaPWA4s8Vj9KXOVr&t=971
      9. 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
      10. 2024-09-13, Director’s Take – Juno, Clash, and a Look Ahead to Midseason. Blizzard Entertainment, accessed on 2024-09-19
      11. 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
      12. 2023-11-04, BlizzCon 2023: Everything Announced At The Opening Ceremony. Kotaku, accessed on 2023-11-04
      13. 2026-02-20, Overwatch - Behind the Sounds - Juno. Nicholas Yochum YouTube, accessed on 2026-04-04
      14. 2024-07-18, Juno | New Hero Gameplay Trailer | Overwatch 2. PlayOverwatch YouTube, accessed on 2025-07-05
      15. 2024-07-19, The Animation of Juno - Overwatch. YouTube, accessed on 2025-07-05
      16. 2024-07-18, Juno | New Hero Gameplay Trailer | Overwatch 2. PlayOverwatch YouTube, accessed on 2024-07-18
      17. CF2lter (Reddit) (2024-07-09). S11 - little datamining. Retrieved on July 14, 2024.
      18. https://kotaku.com/overwatch-2-juno-support-trial-period-space-ranger-1851599766