Juno | |
---|---|
"One small step at a time!" | |
Real Name | Juno Teo Minh |
Status | Active |
Birth | March 22nd |
Age | 19 |
Base | Red Promise Colony, Mars (formerly) |
Relations | Jiayi Teo (Mother) Khiem Van Minh (Father) |
Xanthe Huynh (English) | |
Cosmetics | Cosmetic page |
Quotes | Quotation page |
Role | Support |
Health | 75 |
Shields | 150 |
Character Video | |
Juno is a Support hero in Overwatch 2. She was released in Season 12,[3] making her the 41st hero added to the game.
Overview
Juno is a highly mobile hero with a focus on verticality.[4]
Abilities

- Reduces the time before passive health regeneration starts from 5 to 2.5 seconds after taking damage.

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.

90 - 27 (per burst)
78 - 23.4 (per burst)
- Healing per second: 100 (overall w/ reload 84.22)
- Damage per second: 115.38 (overall w/ reload 97.17)
- When looking at an ally, the blaster will display a happy emoticon, 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.


50 (over time)
0.5 - 1 seconds (lock-on)
0.38 - 4 seconds (targeting)
- Cooldown starts when the projectiles are fired.
- 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.
- Only targets heroes, incl.
- 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.
- 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.
+50% move speed buff (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 terrain.
- Can be aborted early by pressing the ability button again.

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.

- Heals a total of 1000 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 22.5 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.
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 cannot critically hit.
- 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.
- 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 (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.
- But be aware that you cannot use
- 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
- 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.
- It can work well against
- 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
Tank
Hero | Match-Up | ExpandTeam Synergy |
---|
Damage
Support
Hero | Match-Up | ExpandTeam Synergy |
---|
Story
- Main article: The Red Promise
Juno was born to Jiayi and Dr. Khiem Van Minh after traveling to Mars to terraform the planet. Later, it was found to be too dangerous to stay on the planet. Juno, with tears in her eyes, was forced to go to Earth to share the climate information with Mei.
While traveling to Earth, Juno's spaceship malfunctioned and couldn't start the thrusters due to an asteroid occupying its place. She quickly fixed the issue and proceeded to fly to the planet. When she was close enough, her ship connected to Athena, who was tracking the trajectory of Juno.[5]
After landing, Juno Teo Minh decided to learn every Terran language she could. She had trouble adjusting to Earth's atmosphere.[6]
Achievements
Name | Icon | Description | Reward |
---|---|---|---|
![]() | Hit 8 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 is the first hero where their healing has a falloff range, meaning it becomes less effective at a distance.
Misc. Character Information

Photo of Mei and Jiayi in Juno's pod
- If Juno eliminates Sigma, she states "The Kuiper Belt is comparatively more dangerous." As she references destroying asteroids in other voicelines,[6] this may indicate that she has travelled as far as the Kuiper Belt. However, this is not confirmed, given the Belt's sheer distance from the inner solar system, not to mention Mars's relative proximity to the asteroid belt.
- Juno stated that she wants to encounter a real horse
- Juno sometimes refers to Mei as "Auntie Mei,"[6], a term of endearment/familiarity commonly used in Asia when referring to middle-aged or elderly women, to show respect. It is also used to refer to the sister of one's mother.
- Juno mentions that Earth's air is thinner than what she is used to.[6] This presumably is using interior oxygenation as a benchmark, as Mars's atmosphere is over 100x thinner than Earth's, and practically bereft of oxygen.
Development
- Juno was first revealed at BlizzCon 2023. At the time, she was simply called "Space Ranger."[7]
- Juno had a burst-fire SMG during development.[4] It had been removed by BlizzCon 2023.[4]
Pre-release

Early Concept art
- 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.[8]
- 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.[9]
- Both the name and phrase harken to Mars. In Roman mythology, Juno was the mother of Mars, and a "sol" is a term used to describe a day on Mars (also playing on the phrase "Seize the day.")
- 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 gamemodes, excluding Competitive Play.[10]
Media
Concept Art
- Hero Kit (By Daryl Tan)
Videos
Balance Change Log
- For more information, see Patch Notes.
- 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.
References
- ↑ 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
- ↑ Jump up to: 4.0 4.1 4.2 2023-11-05, Complete Blizzcon 2023 Summary. Reddit, accessed on 2023-11-05
- ↑ 2024-08-21, Control | Juno Hero Trailer | Overwatch 2, PlayOverwatch YouTube, accessed on 2024-08-21
- ↑ Jump up to: 6.0 6.1 6.2 6.3 Overwatch 2, Juno Quotes
- ↑ 2023-11-04, BlizzCon 2023: Everything Announced At The Opening Ceremony. Kotaku, accessed on 2023-11-04
- ↑ 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