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Juno


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)

Watchpoint: Gibraltar

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

Role: Support
Hero-ability-circle
SupportIcon
Type
Passive Ability
Begin regenerating health more quickly.

Ability details:
  • Reduces the time before passive health regeneration starts from 5 to 2.5 seconds after taking damage.


Martian Overboots
SPACE
Hero-ability-circle
Ability-Juno1
Type
Passive Ability
Effect Type
MovementMovement
While airborne, press Jump to double jump and hold Jump to hover.
Move. speed:
3 m/s (falling)
10.8 m/s (double jump)

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


Mediblaster
Key mouse 1
Hero-ability-circle
Ability-Juno2
Type
Weapon (Primary Fire)
Effect Type
HitscanHitscan
Blocked by barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Affected by 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:
30 - 50 meters (damage and healing)
Headshot:
Healing:
6.5 - 1.95 (per round)
78 - 23.4 (per burst)
Rate of fire:
1.28 shots/s
Bullets per shot:
12
Ammo per shot:
12 per shot
Ammo:
180
Reload time:
1.8 seconds
Projectile radius:
0.05 meters

Ability details:
  • 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.


Pulsar Torpedoes
Key mouse 2
Hero-ability-circle
Ability-Juno3
10 seconds
Type
Ability
Effect Type
ProjectileProjectile
TargetedTargeted
!
Partially blocked by barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Affected by 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
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)

Ability details:
  • 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. Ability-ashe4B.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 StrikeMeteor Strike, Ability-mei2Cryo-freeze, Ability-tracer3Recall and Burrow iconBurrow.
      • 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-Juno4Glide Boost and Ability-Juno1Martian Overboots can be used while channeling without interrupting the channel.
    • Activating Ability-Juno6Orbital 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 Ability-genji2Deflect do not home.


Glide Boost
LSHIFT
Hero-ability-circle
Ability-Juno4
6 seconds
Type
Ability
Effect Type
MovementMovement
Glide horizontally with increased movement speed.
Cast time:
None
Duration:
4 seconds
Move. speed:
+390% move speed buff (dash)
+50% move speed buff (lingering)

Ability 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 terrain.
  • Can be aborted early by pressing the ability button again.


Hyper Ring
E
Hero-ability-circle
Ability-Juno5
14 seconds
Type
Ability
Effect Type
ProjectileProjectile
Area of effectArea of effect
Blocked by barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Affected by 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
Area of effect:
8 meters width
Move. speed:
+50% move speed buff
Projectile radius:
None

Ability 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-ashe4B.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-Juno4Glide Boost and other move speed buffs, up to the +75% global movement speed limit.


Orbital Ray
Q
Hero-ability-circle
Ability-Juno6
2600 points
Type
Ultimate Ability
Effect Type
Area of effectArea of effect
Blocked by barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Call down a ray that travels forward, healing allies and increasing their damage.
Healing:
100 per second
Dmg. modification:
+35% dealt
Cast time:
0.5 + 0.3 seconds
Duration:
10 seconds
Max. range:
20 meters
Area of effect:
8 meter radius
Move. speed:
2.25 m/s

Ability details:
  • 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 IconKitsune Rush.


Strategy

Juno is a highly mobile support hero, able to move quickly horizontally and take high ground positions with her Ability-Juno1Martian 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-Juno3Pulsar 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-Juno5Hyper Ring and Ability-Juno6Orbital 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-Juno2Mediblaster fires multiple bullets per shot and missing some of them will greatly impact Juno's potential healing and damage output.

Weapons & Abilities

  • Ability-Juno2Mediblaster 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 Ability-Juno1Martian Overboots and Ability-Juno4Glide 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.


  • Ability-Juno1Martian 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.


  • Ability-Juno3Pulsar 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 Ability-Juno2Mediblaster 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 iconCaptive 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.


  • Ability-Juno4Glide 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.


  • Ability-Juno5Hyper 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 Ability-dva2Boosters, 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.
    • 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.


  • Ability-Juno6Orbital 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.
    • 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 IconAnnihilation, Cage Fight iconCage Fight, Abilities-sigma5Gravitic Flux, Ability-zarya4Graviton Surge, Icon-ability.tacticalvisorTactical Visor, Ability Sombra EMPEMP, Ability Moira CoalescenceCoalescence, Kitsune Rush IconKitsune Rush and Ability-mercy6Valkyrie.


Match-Ups and Team Synergy

Tank

HeroMatch-UpTeam Synergy
Icon-dva
D.Va
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-dva3Defense Matrix can block both your Ability-Juno2Mediblaster and Ability-Juno3Pulsar 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 out of mech, one few shot and Pulsar Torpedoes can easily finish her off.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-Juno5Hyper Ring when she uses her Ability-dva2Boosters 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
As a Dive hero, Doomfist can be a real problem for you. Ability-Juno1Martian Overboots and Ability-Juno4Glide Boost can keep you out of his Ability Doomfist Seismic SlamSeismic Slam range, but the limit to horizontal movement on Glide Boost won't be of much use if he's looking to land Rocket punchRocket Punch. Playing around standalone cover, such as pillars, can help you to block his line of sight and make it harder to be hit, but be mindful of putting yourself in front of terrain he can use to get the extra damage and stun off of.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-Juno3Pulsar Torpedoes are a great follow up to his engagements.
Icon-junker queen
Junker Queen
Pending...Junker Queen is at her weakest when she is kept at a range, which you can circumvent with your Ability-Juno5Hyper Ring. Her Commanding Shout IconCommanding Shout also stacks with your speed to the global limit.
Icon-mauga
Mauga
Pending...Mauga's Overrun iconOverrun does a significant amount of damage if he catches an enemy with it, making it a great ability to follow up with your Ability-Juno3Pulsar Torpedoes. Ability-Juno5Hyper 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 iconCage Fight, the healing helps keep him alive when everyone stuck inside of the ult focuses him and the damage boost compliments his Cardiac Overdrive iconCardiac Overdrive well.
Icon-orisa
Orisa
Pending....Hyper Ring can help Orisa move around without having to rely on using her Ability JavelinSpinJavelin Spin. The speed stacks, which can get her into range for her ultimate, Ultimate TerraSurgeTerra Surge, very quickly.
Icon-ramattra
Ramattra
With Ramattra, your goal is to keep enough distance between you and him so that he cannot chase you down with his Nemesis Form IconNemesis 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-Juno5Hyper Ring can also help your allies put distance between them and Ramattra when he is engaging. However, his Ravenous Vortex IconRavenous Vortex can be deadly if he catches you in it during Ability-Juno4Glide Boost. Your Ability-Juno6Orbital Ray can sustain your team through his ultimate, Annihilation IconAnnihilation. His Void Barrier IconVoid Barrier can block your Ability-Juno2Mediblaster, preventing you from healing your allies. If your team is capable of / actively breaking barriers, you can help.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
Pending...Your Hyper Ring can help Reinhardt move around without relying on his Ability-reinhardt3Charge, which leaves him vulnerable. It also helps him close distance while holding up his Ability-reinhardt2Barrier 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-reinhardt5Earthshatter can ensure he reaches whatever target he has stunned before they can get up and escape him. Following up his Ability-reinhardt4Fire Strike with your Ability-Juno3Pulsar Torpedoes and Ability-Juno2Mediblaster can secure a kill that Reinhardt himself wouldn't be able reach himself.
Icon-roadhog
Roadhog
Pending...Though you're not his most synergistic support, your Hyper Ring can help cover for Roadhog's biggest weakness: mobility.
Icon-sigma
Sigma
Pending...Sigma has no mobility skills himself, so your Ability-Juno5Hyper Ring can help him move between cover and push through chokes. You can benefit from his Abilities-sigma2Experimental Barrier to help him poke at the enemy team before the full engagement. Your Ability-Juno6Orbital Ray can combo well with his Abilities-sigma5Gravitic Flux, keeping him alive through the channeling of his ultimate where he cannot defend himself with his barrier or Abilities-sigma3Kinetic Grasp, and the damage boost can help during the clean up after his ultimate lands.
Icon-winston
Winston
As a Dive hero, Winston is dangerous for you. His Ability-winston1Tesla Cannon doesn't require him to track you, so your mobility doesn't do you much good against him. His Ability-winston3Barrier Projector blocks your Ability-Juno2Mediblaster and Ability-Juno3Pulsar Torpedoes. He can scatter your team out of your Ability-Juno6Orbital Ray with his own ultimate.You can keep pace with Winston and support him when he dives. Timing your Ability-Juno3Pulsar Torpedoes with his landing can help him burst his target down quickly before they can be peeled.
Icon-wrecking ball
Wrecking Ball
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.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
Your mobility can keep you out of Zarya's effective range, for the most part, and your Ability-Juno5Hyper Ring can help your teammates get away from her, too. She can block your Ability-Juno3Pulsar Torpedoes with her Ability-zarya2Particle Barrier, so be mindful of her cooldowns or you'll feed her energy. The healing from your Ability-Juno6Orbital Ray can sustain your team if they get caught by Ability-zarya4Graviton Surge.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

Support

HeroMatch-UpTeam Synergy
Icon-lúcio
Lúcio
This synergy provide extremely fast movement with Lúcio speed boost and your Hyper Ring. And pair well with most of the non-mobile characters. Especialy in most of the control map.
Icon-mercy
Mercy
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-Juno3Pulsar Torpedoes are invaluable in helping finish Mercy off before she can escape with her Ability-mercy3Guardian Angel. Your hitscan Ability-Juno2Mediblaster 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.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.

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]

This article or section is a stub. You can help Overwatch Wiki by expanding it.

Achievements

NameIconDescriptionReward
Pulsars Inbound
Ability-Juno3Hit 8 targets with a single use of Pulsar Torpedoes in Quick or Competitive Play.
Spray Juno Cute
Cute
Welcome to Orbit
Ability-Juno6Get 4 kills or assists with a single use of Orbital Ray in Quick or Competitive Play.
Spray Juno Pixel
Pixel

Trivia

  • Juno is the first hero where their healing has a falloff range, meaning it becomes less effective at a distance.

Misc. Character Information

Mei & colleague old photo

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

Space Ranger2

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.

Overwatch 2 PvP
Patch
Description

Ability-Juno2Mediblaster

  • 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-Juno2Mediblaster

  • Damage increased from 7 to 8.

Ability-Juno4Glide 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-Juno2Mediblaster

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

Ability-Juno3Pulsar Torpedoes

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

Ability-Juno5Hyper Ring

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

Ability-Juno6Orbital 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-Juno2Mediblaster

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

Ability-Juno3Pulsar Torpedoes

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

Ability-Juno4Glide Boost

  • Ability 1
  • Glide horizontally with increased movement speed.

Ability-Juno5Hyper Ring

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

Ability-Juno6Orbital Ray

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

Ability-Juno1Martian Overboots

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

References

  1. 2024-08-09, Özge Kayalar responding to comments. YouTube, accessed on 2024-08-09
  2. 2024-08-20, Message from Rika Tachibana, voice actress for the Japanese version of Juno. YouTube, accessed on 2024-08-21
  3. 2023-11-04, Every Overwatch 2 BlizzCon 2023 announcement: Mauga, new heroes, Clash mode, and more. Windows Central, accessed on 2023-11-05
  4. Jump up to: 4.0 4.1 4.2 2023-11-05, Complete Blizzcon 2023 Summary. Reddit, accessed on 2023-11-05
  5. 2024-08-21, Control | Juno Hero Trailer | Overwatch 2, PlayOverwatch YouTube, accessed on 2024-08-21
  6. Jump up to: 6.0 6.1 6.2 6.3 Overwatch 2, Juno Quotes
  7. 2023-11-04, BlizzCon 2023: Everything Announced At The Opening Ceremony. Kotaku, accessed on 2023-11-04
  8. 2024-07-18, Juno | New Hero Gameplay Trailer | Overwatch 2. PlayOverwatch YouTube, accessed on 2024-07-18
  9. CF2lter (Reddit) (2024-07-09). S11 - little datamining. Retrieved on July 14, 2024.
  10. https://kotaku.com/overwatch-2-juno-support-trial-period-space-ranger-1851599766
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