Junker Queen | |
---|---|
"My throne is where I say it is." | |
Real Name |
Odessa "Dez" Stone[1] |
Status |
Active |
Birth |
June 14th |
Age |
31 |
Nationality |
Australian |
Occupation |
Gladiator champion (formerly) Ruler of Junkertown |
Base |
Junkertown, Australia |
Affiliation |
Wastelanders (temporarily) Junkers |
Relations |
Stone (father), unnamed mother 5 siblings[2] |
Leah de Niese Siho Ellsmore (Junkertown announcer, 2017-2022) Davida McKenzie (trailer) (English) Audrey Sourdive (French)
| |
Cosmetics |
Cosmetic page |
Quotes |
Quotation page |
Role |
Tank |
Health |
375 (Open queue) 525 (Role queue) |
Character Video
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Junker Queen is a Tank hero in Overwatch 2. Released on 28 June 2022, she is the 34th hero added to the game.
Overview
The Junker Queen is designed to take part in close combat with enemy heroes. Many of her abilities apply wounds that cause enemies to slowly lose health. She also has a life-steal passive that adds to her survivability and aggression. Pushing the boundaries of brawling, Junker Queen can be considered a "berserker tank," whose survivability is directly connected to how many enemies she's wounding.[3]
Abilities
- Reduces the speed of knockbacks received by 25%
- Ultimate generation is reduced by 40%.
- Reduces the total damage received from critical hits, such as headshots, by 25%.
- Weapons with a lower 1.5x headshot modifier ignore this damage reduction completely.
- The effectiveness on abilities that deal critical damage through other means than headshots is ambiguous: Earthshatter and Overrun are affected by the damage reduction, but Virus and Volatile Chaingun's forced critical hits against burning targets are not.
- The reduction stacks additively with other modifiers affecting damage taken.
- All tanks have 150 more health in Role Queue. The amount of armor and/or shields remains the same.
- Adrenaline Rush instantly heals for the remaining wound damage when an enemy dies with wounds on them.
- Healing received from Adrenaline Rush grants ultimate charge.
- Wound damage - and therefore also healing - can be affected by damage amplifications on Junker Queen and reductions on the target.
- Wound is a damage over time effect, and is completely removed by Zenyatta's Transcendence, Zarya's Particle/Projected Barrier and abilities that grant phased out status, such as Protection Suzu and Wraith Form.
- Adrenaline Rush healing is tied to the wound effect, resulting in no healing received if the wound is removed.
- Life Grip does not remove wounds, but prevents the target from being damaged by them for the duration of the pull, which momentarily also prevents the healing from Adrenaline Rush.
- Each enemy can have one wound per ability. Reapplying a wound with the same ability refreshes its duration.
- The wounds from return impact and quick melee of Jagged Blade are considered the same ability, but the wound from the direct impact is considered separate.
80 – 24 (per shot)
- Damage per second: ~106 while firing (~85 overall w/reload)
- Fire recovery stops while using melee.
30 over 3 seconds (wound, thrown hit)
15 over 3 seconds (wound, return hit & melee)
- Direct hit wound heals for 75 over 3 seconds and return/melee wound for 37.5 over 3 seconds through Adrenaline Rush.
- The cooldown starts when the blade is thrown.
- The blade can be recalled anytime after the throw, even while still in mid-air.
- The blade is automatically recalled, if has travelled for 1.5 seconds (60m) without hitting an enemy or terrain.
- If the blade hits an enemy or terrain, it is automatically recalled 3 seconds after the impact.
- The blade is automatically recalled when blocked by Defense Matrix, Kinetic Grasp, Javelin Spin or Deflect.
- The return of Jagged Blade only applies the wound.
- Melee attacks while the blade is thrown do not apply a wound.
- No wound is inflicted, if the attack is blocked by Deflect or Javelin Spin.
- Jagged Blade drops down if the enemy it was stuck to dies or becomes phased out (e.g. Wraith Form), or if the object it was stuck to is destroyed or recalled.
- The falling knife may stick to another enemy.
- Pull strength against tanks is increased, resulting in only ~25% overall reduction with tank passive taken into account.
50 (allies)
3 seconds (allies)
- Cooldown starts when the duration ends.
- Commanding Shout can be activated while casting any other abilities without interrupting them.
- Movement speed bonus counts towards global movement speed buff cap.
40 over 3 seconds (wound)
0.144 seconds (hitbox active)
- Wound heals for 100 over 3 seconds through Adrenaline Rush.
- Each enemy hit by Carnage reduces its cooldown by 2 seconds.
- Carnage is not reflected when blocked by Deflect.
- No wound is inflicted, if the attack is blocked by Deflect or Javelin Spin.
90 over 4.5 seconds
0.864 seconds (dash)
- Wound heals for 225 over 4.5 seconds through Adrenaline Rush.
- Walls and enemy barriers can line of sight block the effects from being applied in area.
- Life Grip cannot be used on Junker Queen during Rampage. Activating Rampage also interrupts the pull.
- Rampage's movement speed buff does not count towards global movement speed buff cap.
Hero-specific options
Setting name | Options | Description |
---|---|---|
Hold to use Jagged Blade | Off (default) | Jagged Blade returns when player presses the button again. |
On | Jagged Blade returns when player stops holding the button. | |
Hide Commanding Shout timer | Off (default) | Timer UI element is displayed around the crosshair. |
On | Timer UI element is hidden. |
Strategy
Strengths
Similar to heroes like Reinhardt and Zarya, Junker Queen is a very oppressive brawler. She can be difficult to kill, thanks to her Adrenaline Rush passive along with wounds. Her Scattergun has very tight spread and heavy burst damage, which makes it possible to two-shot 200 health targets from a medium distance. With her Commanding Shout, she can close distance very quickly while also prevent herself and her team from taking damage. Carnage allows for very high burst damage when used in tandem with Jagged Blade and her Scattergun, allowing her to chunk down higher health heroes quickly. Rampage can also be one of the stronger Ultimates in the game, completely denying abilities such as Transcendence, while also applying very high-damage wounds that make it very difficult for the enemy team to stay alive.
Weaknesses
Considering her low health pool for a tank, she can also be very easy to burst down with heroes like Widowmaker and Roadhog. She is also vulnerable to Ana's Biotic Grenade, as it completely negates any healing she receives, which combined with her low health pool, makes her very easy to shut down. While Junker Queen has very high self-sustain and high damage, she can easily be taken down by heroes that have Barriers or similar abilities. These abilities make it very hard for her to use her Scattergun and apply wounds with Jagged Blade, as these abilities will block it. At higher ranges, she can also be easy to kill, as she will be unable to consistently use her Jagged Blade and Carnage, as well as her Scattergun, as it will start to suffer from damage falloff and spread. Abilities that cleanse like Zarya's Barriers and Kiriko's Protection Suzu can also completely negate all of her wounds along with the anti-heal from her Rampage. Once she has used all of her abilities, she is also a very easy target, as her biggest threat is the high burst-damage from Carnage and the sustain from wounds and Commanding Shout. Mei is one of Junker Queen's strongest counters. The high damage primary fire's slow, Ice Wall, and Blizzard all combine to make it very hard for Junker Queen to escape from an enemy Mei and her team.
Weapons & Abilities
- Adrenaline Rush (Passive): Junker Queen's passive ability. When she applies a wound to a target, she will passively heal the damage dealt by the wound.
- Scattergun: Junker Queen's primary weapon. The tight spread and low pellet count makes it extremely powerful against low mobility, large hitbox heroes like Cassidy and Torbjörn, who are very easy to hit with the Scattergun. Higher mobility heroes can be more difficult to hit with it, as they are typically able to increase the distance between Junker Queen and themself quite quickly, but if a Tracer gets too close, Junker Queen is able to one-shot her with a close-distance headshot.
- Jagged Blade: Junker Queen's secondary weapon. When in her hand and Junker Queen melees, she will apply a wound to her victim. When thrown, it will stick to whatever surface it hits, be a player or piece of map geometry. If it does connect with a player, it will deal a small amount of damage and apply a wound on the victim. Once called back, it will fly back to Junker Queen, causing wounds to anyone it passes through. If it is connected to a player when it is called back, it will pull the enemy towards Junker Queen.
- Commanding Shout: Junker Queen's primary ability. When activated, it will provide a temporary speed boost and grant Overhealth to herself and teammates.
- Compared to abilities like Charge, it is a relatively weak mobility tool, but it is extremely strong when used to keep the momentum going during a fight. It is the best way for Junker Queen to have extra sustainability, as the Overhealth pool gives herself and her team a chance to top her up midfight. It is also a very strong closer, as it makes her considerably faster than her opponents.
- Carnage: Junker Queen's secondary ability. When used, she swings a large axe that on hit, damages opponents within a short distance to her and applies a bleed to her victims.
- Carnage is the primary way Junker Queen is going to apply her wounds. Compared to Jagged Blade, the wounds Carnage applies deal more damage, thus in return healing Junker Queen for more. It is best utilized against groups of enemies.
- Carnage can be cancelled through the use of an opponent's stun, so be sure to watch for those before using Carnage.
- As of a Season 3 balance change, Carnage's cooldown is reduced by 2 seconds for every enemy hit, so it is possible to infinitely loop Carnage's on a very grouped up team, inflicting massive burst and bleed damage.
- Rampage: Junker Queen's Ultimate. When activated, Junker Queen will stand still, charge up her gauntlet, and charge forward at a very high speed. During this time, she cannot use abilities or change the direction she is moving in. Any enemy that is close to her will have a very high damage bleed applied along with an anti-heal effect.
- She is relatively vulnerable during her ultimate, as she sits still for a decent amount of time and then moves in a very predictable fashion, allowing heroes like Ana and Orisa to cancel her ultimate with their stun abilities.
- She can be knocked back during Rampage by abilities such as Orisa's Javelin Spin, so it is generally wise to wait for those abilities to be used before considering a Rampage.
General Strategies
- Junker Queen is a very "burst" style hero: Rapidly engage, use your abilities, kill the enemy team. Once you use those abilities, you are very vulnerable, so it is important to time your engages properly. Look for an out of position player on their team and either use Jagged Blade to pull them in, or Commanding Shout to close the distance, as it allows you to use your Scattergun more effectively on that player.
- While Junker Queen's passive does give her self healing capability, it cannot be expected to be as reliable as channeled abilities such as Take a Breather, Cryo-Freeze, or Recall for recovering lost health. It mainly functions to make Junker Queen last longer on the battlefield. Since she isn't able to protect her team very well, it's also very important to play cover and make sure you don't peek into open sight lines. Play around walls and safe map geometry.
- Carnage is a very powerful finishing tool. Not only does it deal high burst damage, but it also applies a high damage wound that can finish off a target hit by it. Also consider that shields except for Zarya's Barriers do not block Carnage, so you are free to use Carnage on a tank that may be low health and is holding their shield up.
- Due to the Scattergun's low ammo, it is wise to not shoot before you have closed distance, as you can end up having to reload before you've gotten a pick. Be careful to not expend the precious ammo on a tank, as tanks can be very hard to kill with their large amounts of health and/or armor. It is much wiser to focus on killing a support such as Zenyatta or Brigitte, as these heroes actively keep their tank alive.
- Be very conservative with your Commanding Shout, as it has a very long cooldown that you probably won't get back in the same fight. Don't use it to walk out of spawn, as you will most likely need it when you get back to the fight, and any time you spend having to wait for it is very unsafe, as you can be quickly taken down without it.
Match-Ups and Team Synergy
Tank
Hero | Match-Up | Team Synergy |
---|---|---|
D.Va |
Junker Queen and D.Va match-ups are very map dependent. Regardless of map, D.Va is capable of denying Junker Queen a heavy amount of damage by using Defense Matrix on the Scattergun and Jagged Blade. Rampage can deny a D.Va a lot of space, as she will be forced to Booster out to survive. On maps with heavy high ground, D.Va exceeds at denying Junker Queen value as D.Va can easily keep Junker Queen out of range by positioning with Boosters. But, on maps that have little-to-no valuable high grounds, Junker Queen is more able to play against D.Va, as she can consistently get close to D.Va and use Carnage and Rampage on her. | There aren't any notable synergies between these two heroes. |
Doomfist |
A Doomfist matchup as Junker Queen is very skill-dependent. He deals massive AoE damage, which is typically unfavorable against a Junker Queen composition, as she is typically grouped with her team. While, on the inverse, Junker Queen does insanely high single-target burst damage, and can easily force Doomfist's cooldowns out. When facing a Doomfist as Junker Queen, you need to look to force out his Power Block and prevent him from getting an Empowered Rocket Punch. Afterward, toss a Jagged Blade on him to prevent him from escaping with Seismic Slam/Rocket Punch. If he's Empowered, look to use Commanding Shout before getting punched to give yourself some extra sustain.He is able to cancel your Rampage and Carnage, so be careful using them while he has Rocket Punch. Otherwise, just force out his cooldowns by shooting him and he becomes useless. | There aren't any notable synergies between these two heroes. |
Junker Queen |
Junker Queen mirrors are extremely skill-dependent. It's all about using your cooldowns better and engaging at better times. If an enemy Junker Queen uses her Commanding Shout or Carnage poorly, look to use your own and engage onto her, as she will be without survival tools and should be fairly easy to kill.
|
Commanding Shout can stack, so look to use it to get a very strong speed boost along with a large pool of Overhealth when engaging.
|
Orisa |
Orisa is easily one of Junker Queen's worst tank match-ups. High health pool along with armor, Fortify reducing damage received heavily, and a lot of CC that leads to Junker Queen being unable to confirm picks on Orisa or her backline, as Orisa can easily outpace Junker Queen's cooldowns with her own. If you are looking to face up against an Orisa as Junker Queen, you need to bait her cooldowns out with as little of your own as possible, and look to engage on her backline. Rampage is your best bet, but be weary of a Energy Javelin or Javelin Spin. | While Orisa is one of Junker Queen's worst match-ups, she is also one of her best teammates. Orisa can easily help confirm a low damage target that Junker Queen got a bleed on, she can engage with a Commanding Shout and easily overwhelm the opponents, and can use Terra Surge to pull enemies together for a Carnage or Rampage, leading to total mayhem. |
Ramattra |
Ramattra is also a fairly strong hero into Junker Queen, with high range and strong close range damage and armor with Nemesis Form, he can be a tough nut to crack as Junker Queen. Similar to Orisa, you need to look to bait out his cooldowns, especially Nemesis Form, and use a Carnage on him to survive, as Junker Queen's bleeds do not get affected by Nemesis' blocks. Once he is out of his Nemesis Form, Ramattra is fairly easy to kill considering his low health pool and large hit box. Look to use Commanding Shout and overwhelm him before he gets his Annihilation or Nemesis Form, or look to engage his backline as he can be rather useless without any cooldowns.
|
Ramattra and Junker Queen work very well together. Ramattra is able to provide protection and cover with his barrier, and Junker Queen is able to enable Ramattra to engage quickly with Commanding Shout and Nemesis Form. Ravenous Vortex can also be used to slow down an enemy team for a heavy Carnage or confirm a kill on a player pulled in by Jagged Blade. Ramattra's Annihilation and Rampage can also be used to quickly end a team fight, as the high damage-over-time can easily wipe out the enemy team if they don't have the proper resources to counter it. |
Reinhardt |
Reinhardt is another tank that Junker Queen struggles heavily against. With his Barrier Field, unblockable EarthShatter, along with his high damage Rocket Hammer and Charge, all it takes it one Charge and two hammer swings and you'll be saying hello to the respawn room. If you do get pinned, look to use Commanding Shout once you exit the pin and swing your Carnage to get some quick chip damage along with some self-sustain via a wound. If a Reinhardt is out of position, a quick Jagged Blade to the noggin and a good Carnage can easily confirm a kill on Reinhardt. Interestingly, using Carnage or Jagged Blade whilst his shield is deployed, will still damage him at point black range. The latter, thrown onto his shield can stick and if he retracts it, then will contact his body to pull him.
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Similar to the Rein/Zarya composition, Reinhardt and Junker Queen are very good together. Junker Queen's Commanding Shout enables Reinhardt to quickly engage and overwhelm the enemy team at blazing speed, and Earthshatter and Rampage can help confirm a teamwipe if the enemy team happens to have a Zenyatta saving Transcendence to counter Earthshatter. |
Roadhog |
Roadhog is a very weird matchup. He can easily demolish your health pool considering you have no armor, but you can do the same to him. If he hooks a teammate, look to either use Commanding Shout to give them a little extra health to survive his combo, or use Jagged Blade to displace Roadhog and mess up his combo. If he uses Take a Breather, it is also wise to use Jagged Blade on him to pull him in, so you can get good follow up damage once it ends. Look to use Rampage either when Roadhog has used his Chain Hook or is using Take a Breather.
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Roadhog and Junker Queen can be a very volatile and heavy damage pairing, but just be aware your team has absolutely no protection at all. These two can easily deny heroes such as Doomfist from engaging, as Roadhog can hook Doomfist in, and Junker Queen can throw a Jagged Blade on him, so if Doomfist tries to escape after a Hook, you can pull him back in. Commanding Shout can also be used to make Roadhog travel significantly faster while using Whole Hog. |
Sigma |
Sigma is another very challenging match-up as Junker Queen. He has high damage, good range, a strong stun and a shield, making it very difficult to engage onto his team without taking a large amount of damage. Look to play corners and walls while closing distance to him, as the closer you are to a Sigma, the more killable he is considering he has a relatively weak health pool.
|
These heroes have very different playstyles, so there aren't any major synergies between the two. |
Wrecking Ball |
Similar to Doomfist, Wrecking Ball can be a very hard hero to play Junker Queen into, considering his high HP pool and mobility. Look to outpace his dives and attack his team before he can get into position to kill yours. You can also use Commanding Shout to negate some effects of his Piledriver and throw a Jagged Blade on him when he lands to pull him back in if he rolls away.
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There aren't any notable synergies between these two heroes. |
Winston |
A Winston-Junker Queen match-up is very map and skill dependent. Junker Queen has high and effective damage against Winston considering his hitbox size, but Winston can also completely deny Junker Queen space and damage with his barrier. Similar to Doomfist and Wrecking Ball, look to engage his backline before he engages yours, as once a Winston is on top of you and your team, he will easily be able to isolate your backline and kill them. If a Winston does engage on you, look to shoot him and throw a jagged blade on the 3-4th shot, as you can pull him back when he uses his Jump Pack to disengage.
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There aren't any notable synergies between these two heroes. |
Zarya |
Junker Queen struggles into Zarya in almost every way. Zarya can completely deny Rampage and Wounds with her Barriers, and Zarya's high-charge damage output can melt Junker Queen's low health pool. Look to bait out bubbles by using Carnage and intentionally missing the Zarya, as most Zarya players with instinctively bubble Carnage, expecting to get hit and gain charge. Look to play corners, as your Scattergun will deal more consistent burst damage than Zarya's Particle Cannon will. Be careful using Rampage while the enemy Zarya has bubbles, as it will be fairly easy for her to deny it.
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When it comes to this pairing, Junker Queen essentially becomes a high-health OP DPS. Zarya enables Junker Queen to use her abilities without risk via her barriers, and Junker Queen enables Zarya to quickly engage with Commanding Shout. Just note you will have low protection for your team besides Zarya's Barriers.
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Damage
Hero | Match-Up | Team Synergy |
---|---|---|
Ashe |
Ashe being a sniper DPS will always keep her distance. She can be a threat if she is able to provide head shots whilst her Dynamite peels off some of your health. A good throw of Gracie will drag her close to you, especially if being perched up, then finish her off with Carnage. If B.O.B. is sent into the fight, you can save allies with commanding shout. | The only thing that ties them together is Ashe's Dynamite and any bleed effect from Junker Queen's abilities that cause a slow death without the capability of healing. B.O.B. can also assist with being deployed in another direction after Queen has done her Rampage which advanced her behind enemy lines and should attempt to cut down anyone dying whilst the robot butler unleashes a barrage as well. |
Bastion |
Bastion can pose a threat if he focuses on you, especially when using Configuration: Assault. The price is a slower movement as he sprays ammo and reload which can be benefited. Speed is the best counter by pursuing with Commanding Shout and/or throwing Gracie to displace him from his position which might save allies from being peppered. Additionally Commanding Shout's speed buff can save allies from his Artillery barrage. | Not much synergy other than perhaps providing the necessary speed buff from Commanding Shout to maneuver with Assault Configuration whilst Gracie can keep Bastion's targets from fleeing through tight gaps. |
Cassidy |
Cassidy has you beat on range but not damage up close. Due to your smaller hitbox, even for a tank, spamming Fan the Hammer won't guarantee all the shots hit. His roll will make it hard to use your Knife Carnage combo since he can roll away or negate most of the burst damage. His grenade also can cancel your Ultimate due to the Hinder effect it causes. Have you or your teammates try to bait his cooldowns, especially if you're going to cast your Ultimate. Try to stay out of his sights on range and you should be able to deal with a Cassidy. | The only thing to consider is Cassidy's Flashbang will slow and disable movement abilities which Junker Queen can exploit with both her melee weapons as she gives chase. |
Echo |
Echo's can be a dangerous adversary, with her main strategy doing aerial maneuvers to take you down with her abilities. This makes using Carnage difficult whilst Gracie can only just peel some health off unless she is grounded which can attract her close. Additionally her ultimate can turn her to another tank for the opposing team copying all Junker Queen's abilities. It is recommended to strafe away from her projectiles, especially her focusing beam when low on health and try to pepper her with Scattergun. | Any melee attack from Junker Queen's arsenal can melt their health which may also provide opportunity for Echo's focusing beam, the more critical they are. Whilst taking Flight, commanding shout near her vicinity can also give her more momentum. |
Genji |
Genji may be able to hold against Junker Queen as long as he is nimble, focusing shuriken throws, reflecting her Scattergun and using Swift Strike to position closer or behind. He can be a big threat when Dragonblade is deployed as it takes four swings to destroy her. Being close however can prove fatal as one swing from Carnage and a buck shot will kill him dead easily. | As long as Junker Queen peels health and uses Rampage to deny healing, Genji can get easy kills with Swift Strike and reset ability again and again. |
Hanzo |
As a sniper, Hanzo will always be perched or hanging back long distances to get headshot kills. Only closer he is more vulnerable so use a tossed Gracie to yank them closer, swing with Carnage and finish off with a buckshot. If he uses Dragonstrike, you can save allies with Commanding Shout to get them out of the way and save health. | As Hanzo if the enemy team is confided into a chokepoint or narrow objective, combining both ultimates can either make them flee or die. |
Junkrat |
Junkrat can be a menace with bombs, especially trying to get closer. He can semi-counter being dragged by Gracie with a well placed Concussion Mine to escape and with a Steel Trap can immobilize you long enough to blast you. Nevertheless, the closer you are the deadlier with a swing of Carnage and couple of buckshot, but remember to flee before his after death bombs get you. | Steel Trap and Jagged Blade can work both ways. For one if an enemy gets stuck, Gracie can bring them towards you or you can drag them into a deployed trap. Commanding Shout may also save Junkrat particularly when controlling Riptire and leaving himself vulnerable. |
Mei |
Mei can be a great menace, regardless of distance. Long range icicle shots can sting especially headshots. In closer proximity her spray can slow you down which might be counteracted by Commanding Shout. Her Ice Wall can protect her and team from every ability and also waste the Rampage dash. Even if you try to peel health with knife and axe her Cryo-freeze will regenerate lost health and keep her invulnerable. If you have the upper hand on abilities, always try to drag close and shot her dead. Commanding Shout also may save allies from Blizzard's area of freezing. | Having Mei as your close range DPS is beneficial with allowing her to slow enemies with her spray and Junker Queen's commanding shout allows them to chase down. Mei's Ice Wall can immobilize fleeing enemies that Queen can prey upon and using Rampage with Blizzard can melt more health and the more vulnerable may die without hitting another shot. |
Pharah |
Pharah can be dangerous if dealt alone in the open with her flying maneuvers and rocket launcher. Even if you get close, She can use her Concussive Blast as a deterrent or knock Junker Queen off to a death pit. Despite her fierceness in combat, she has a weak health pool which can be dealt quickly without care. Combining both Gracie and Carnage will kill her without even a buck shot. | Not much to synergize other than having Pharah's concussive blast reposition targets to Junker Queen for easy killing and her commanding shout gives boost to her flight. |
Reaper |
Reaper is very one sided. It all depends on if he has his Wraith form up. He can easily shred your health due to the lack of armor, and can negate all wounds by using wraith form, having either Carnage or Gracie on cooldown. Because you both have high damage shotgun, it's more skill dependent. Try to bait out his wraith form using Gracie, then go into a carnage. Gracie having a much lower cooldown that carnage allows more effective self-healing, and then finally secure the kill on the reaper. | There isn't much synergy between Reaper and Junkerqueen. If you can, a rampage to a Death blossom is a guaranteed team fight win. As long as you hit them. However, this is unreliable, due to it needing a very specific position for the enemies to be in. |
Soldier: 76 |
(To be added) | (To be added) |
Sojourn |
(To be added) | (To be added) |
Sombra |
(To be added) | (To be added) |
Symmetra |
(To be added) | (To be added) |
Torbjörn |
(To be added) | (To be added) |
Tracer |
(To be added) | (To be added) |
Widowmaker |
(To be added) | (To be added) |
Support
Hero | Match-Up | Team Synergy |
---|---|---|
Ana |
(To be added) | (To be added) |
Baptiste |
(To be added) | (To be added) |
Brigitte |
(To be added) | (To be added) |
Kiriko |
Kiriko is the most annoying one of them all. They can completely cleanse your wounds, and your ultimate. There isn't much you can do about it, other than try to bait out her abilities, and then go for the kill. | (To be added) |
Lúcio |
Lucio is a fast-moving bullet. However, this also means that he's the perfect med kit for you. Because Lucio is always on the move, he will most likely run right into your carnage, giving you free health. His ultimate, sound barrier, can completely negate your ultimate. So, try to wait for him to use it, then go in. | (To be added) |
Mercy |
Mercy isn't even a threat. However, it's not fighting the mercy and her fighting back, it's overall killing her. She can be a tuff match up, she can fly and dodge Gracie and Carnage. A good tip is to wait for her to come to the ground, get two shots in, and then use a Carnage on her when she tries to fly to a teammate. This with most of the time end up with a kill. However, this is only if the mercy isn't aware. If they are, then either swap to a Tank or hero with better hitscan, (Ramattra, D.va or Winston.) Or have your DPS deal with her. It's reccomended to have your DPS deal with her, due to them having more effective ways of killing her. | (To be added) |
Moira |
Moria, like reaper, is very one sided. It all depends on if she has her fade. Like reaper, it cleanses your wounds. However, unlike reaper, this isn't much of an issue. Due to your high health pool and her low health pool, you can easily kill a lone Moria in a 1v1. If you need the self-healing, follow the same tips as reaper. Baiting out the fade with Gracie, and then going into carnage. | (To be added) |
Zenyatta |
Due to not having damage drop off and Discord Orb, Zenyatta can easily melt you even when using Commanding Shout, especially at range. If you get bleeds off or even anti him, his Transcendence will wipe those effects away. However, it doesn't remove those effects from his teammates. If you Rampage after he uses Transcendence, you can completely negate any value he might get from his Ultimate. Be careful of an up-close battle as well. Zen can easily get lots of damage off with Discord orb and his kick can keep you at range enough for Carnage to miss. | (To be added) |
Story
The Junker Queen (also known as "the Queen of Junkertown" or simply "the Queen")[4] is the cutthroat leader of the Junkers.[5] The Queen is fierce, resourceful, and no stranger to survival,[3] happy to run headfirst into battle. Possessing a magnetic gauntlet, the Queen often wields an axe and blade in conjunction, able to call them back using said gauntlet, in order to achieve her brutal ends.[3] She is also proficient in the electric guitar.[1]
The Queen is based in Junkertown,[5] and has ruled over her subjects for the last decade. For the Queen, every city is her battlefield, every seat is her throne, and everyone on the planet is her subject—whether they know it or not[6]
All the Junkers have to be careful from getting on her bad side.[4] She has a group of enforcers that she sends round to the people of Junkertown when they don't pay their taxes, among other tasks.[7] She is prejudiced against omnics, and has banned them from entering Junkertown.[1]
Childhood
Odessa "Dez" Stone was born in a small Outback settlement after the destruction of the Australian omnium. As one of six children, she constantly had to fight to prove her dominance. Her parents were both former ALF members, and taught Dez the rules of the Wasteland, how to operate in a group, and how to survive the irradiated Outback. Dez and her friends learned to fight from a young age, and quickly formed a posse to hunt Wastelander omnics. She used pieces and equipment of her fallen enemies to craft macabre armor and weapons for herself, including a magnetic gauntlet.[2]
Banishment
“ | Please! Don't leave us out here alone! | „ |
~ Dez's plea |
The Stones ended up living in Junkertown, but were banished by Mason Howl, who had just become the "king" of Junkertown. Despite her parents' pleas, Howl closed the door to them. Even 13 years later, the day gave Dez nightmares.[1]
Dez and her family became part of the Wastelanders, and fought to survive over the next thirteen years. At some point, her father, and possibly some of her siblings passed away.[1]
As recounted in The Legend of the Junker Queen, Dez made a name for herself in the Wasteland. She slew various feral omnics, mutants, and raiders, and embarked on a journey to the Burning Lands, destroying the Five Metal Demons. Eventually, she made her way back to Junkertown, declaring her intent to take part in the Reckoning.[8]
The Wastelander
“ | No Wastelander has ever made it to the Reckoning before. But here I am. A free-for-all with zero rules. And the survivor...gets the throne. King Howl has never lost. Not in thirteen years of rule. Not until today. | „ |
~ Odessa Stone |
Odessa became a gladitorial mech champion[9] in the Scrapyard. A charismatic and skilled fighter,[10] she entered the Reckoning. In her debut, Odessa tore through the wall of challengers, leveraging her size and experience in the Wastelands to defeat more experienced opponents. Even mechs couldn’t stop her; she took them all down using her weapons and unwavering determination.[2]
Odessa made it to the grand final; the first Wastelander to make it this far.[1] In the ensuing free-for-all, she faced against Mason Howl, Geiger, and Meri.
Apparently acting under Howl's orders, Geiger and Meri both focused on Odessa, while Howl sat back, enjoying the show. Wanting the pair of them on her side when she took the crown, she incapacitated Geiger, and when pinned by Meri, asked why she was working for Howl. Howl, jumping the gun (literally), tried to shoot Odessa, but instead ended up hitting Meri's mech. However, like Geiger, Odessa refused to take her opponent's life, and took on Howl directly.
While able to damage Howl's mech, the king activated the Scrapyard's magnet, the device bringing Geiger against it (due to his cybernetics), Odessa against it (due to her magnetic gauntlet), and Meri, who kept in place due to his mech's grapple. Odessa saved Geiger from being hit by a piece of debris, taking the blow herself, but leaving her at the mercy of Howl's mech. Impressed by Odessa's actions, Meri used his mech to hit Howl's (due to the magnet), causing his shot to miss, destroying the magnet, and freeing Odessa. As her gauntlet and Howl's channeled their power, hers proved the stronger device, and his mech was immobilized.
Howl begged for mercy, and Odessa acquiesed, giving him the same "mercy" he'd shown her family 13 years prior by ordering his banishment. Howl realized who she was, and moments later, the crowd erupted in cheers, one of them yelling out the name "Junker Queen." The name stuck, as Odessa became the new ruler of Junkertown.[1]
The Queen's Rule
“ | Listen up you wretched scum. I see your struggles. Trying to survive in the wasteland. It's time to face the facts. The end of the world's come and gone. Your past lives are a dream. It's time you woke up. They thought they could take our land and give it to the machines? They were wrong. We won the war. And now we reap the spoils. We built a new world from the ashes. So step into the Scrapyard. No rules. No mercy. Only the strong survive. This is your queen. Welcome to the apocalypse. Welcome to Junkertown. | „ |
~ The Queen |
Odessa's fight with Howl had been broadcast all over the Outback. The fight made her wildly popular overnight, and gave her clout with the other factions, which was exactly what she'd wanted.[2] Now the Junker Queen, Odessa established her reign, and her creed, including barring Junkertown to omnics, and establishing a system of law (such as it was) for the town.[1]
In the decade that followed her battle against Mason Howl, few dared to challenge the Junker Queen, and none succeeded.[11] She still found time to take part in brawls, play the electric guitar, and teach the children how to use throwing knives (made of wood).[1] Hammond served as her bodyguard.[12]
One of the town's Junkers named Junkrat blabbed on and on about a 'treasure' he had found in the ruins of the Australian omnium. She came to suspect that his claims might have some truth in them, and she sent some of her enforcers to wring the truth out of him. Unfortunately, the enforcers were incapacitated by another Junker named Roadhog, who became Junkrat's partner in crime.[7] The two went on to cause the Queen a string of problems, including stealing her gold and blowing up her summer shack. The pair were exiled as a result[13] and she gave orders for them to not be re-admitted to Junkertown, and if they were seen again, to shoot them on sight.[14] She personally told Junkrat that if she ever saw him again, she'd rip out his tongue.[15] After a worldwide heist spree, they returned to Junkertown to assassinate her but were stopped at the town gates.[13]
Achievements
Name | Icon | Description | Reward |
---|---|---|---|
Have 7 of Junker Queen's wounds active on enemies at the same time in Quick or Competitive Play. | |||
Use Junker Queen's Jagged Blade and Carnage to pull and kill an enemy in Quick or Competitive Play. |
Trivia
- Similar to HAL-Fred Glitchbot on the Hollywood map, the Queen has in-game voice lines on certain triggers throughout Junkertown.
- The Queen's voice was missing in the patch prior to the reveal of Wrecking Ball, leading to speculation of her being the next hero. This was later confirmed to be a bug by Michael Chu.[16]
- The Queen's knife is called "Gracie," while her axe is called "Carnage."[2]
- The Junker Queen's age can be hypothesized through The Wastelander and her origin story. In the former, it is established that 13 years pass between her banishment and return to Junkertown, while the latter states that she "fought the world since [the age of] seventeen." If one takes the starting point of her 'fighting' as the time of her banishment, she would be 30 years old when she became queen, and around 40 years old by the timeframe of Overwatch (given her decade of rule).[2] However during the flashback in The Wastelander she appears to only be around 12. Given the previously established timeline this would make her around 35.
Development
As of April 2019, Arnold Tsang had produced several pieces of concept art for the Junker Queen, and according to Jeff Kaplan, the team had "big plans" for her, though the plans were on more of a long-term timeframe.[17] The Junkertown map showcased her tough, almost brutal, personality, and the developers wanted her abilities and playstyle to match that energy. When designing the Queen, her playstyle and kit were derived from her pre-existing lore. She was designed specifically for Overwatch 2's 5v5 nature.[3]
The Carnage ability was the starting point of the Queen's design, as she had always been depicted with an axe prior. Remembering the issues they'd had with Genji, the axe was made an ability rather than her primary attack. The original iteration of Carnage let her throw her axe following the initial swing before recalling it back to herself with her magnetic gauntlet; however, when implemented, the practice of throwing her axe felt wrong. It led to a rigid playstyle that didn’t allow for the use of other axe-based abilities while her weapon was out-of-hand, so the throw was swapped to a slash with a wound effect. The concept of throwing and recalling her weapon eventually led to her next ability: Jagged Blade.[3]
Jagged Blade was inspired by one of Reinhardt's old abilities, where he could throw his hammer at the enemy. Despite not making it into Reinhardt’s final kit, this prototype ability heavily inspired Jagged Blade. Whereas Reinhardt had to go and pick up his hammer, the Queen is able to recall the blade back to her via her magnetic gauntlet. Care was taken to ensure that the gauntlet didn't make the Queen feel too "mage-y" or similar to Sigma, who can levitate people and objects. Instead, the gauntlet was designed in a way that the Queen uses her magnetic powers to control her axe and knife.[3]
The Commanding Shout ability was implemented to enhance the Queen's "tankiness." This was the first team movement speed buff in the game since Lúcio. The ability was intentionally designed as such, rather than something like a dash or teleport, as it helped reinforce her nature as someone who sprints headfirst into battle.[3]
Initially, her Ultimate was a spinning whirlwind-type ability. However, the developers wanted to incorporate her gauntlet into her Ultimate. They didn't want the Ultimate to feel elegant or magic-influenced, either, because it didn’t align well conceptually with character, so they tried to push her magnetic gauntlet to its limits.[3]
On June 12, 2022 it was revealed that she would be a playable hero in Overwatch 2.[18]
Media
Images
- Concept Art
- Other
Videos
Balance Change Log
- For more information, see Patch Notes.
- Overhealth increased from 150 to 175 HP
- Wound damage self-healing multiplier increased from 2 to 2.5x
- Now pulls tanks further.
- Startup time reduced from 0.75 to 0.5 seconds.
- Can now be activated while using other abilities.
- Cooldown reduced from 14 to 12 seconds.
- Impact damage increased from 90 to 105.
- General updates
Most damage-dealing projectile sizes have been increased by a new global modifier added to their base size.
- +0.05 meters for hitscan projectiles with a high rate of fire or spread (e.g., Tracer's Pulse Pistols or Reaper's Hellfire Shotguns).
- +0.08 meters for hitscan projectiles that are more precise (e.g., Cassidy's Peacekeeper or Soldier:76's Heavy Pulse Rifle).
- +0.05 meters for travel time projectiles that are shotguns or have a very high rate of fire (e.g., Roadhog's Scrap Gun or Ramattra's Void Accelerator).
- +0.10 meters for travel time projectile with a speed greater than 50 meters per second (e.g., Zenyatta's Destruction Orb).
- +0.15 meters for travel time projectile with a speed less than or equal to 50 meters per second (e.g., Pharah's Rocket Launcher).
- Very large projectiles with a base size greater than 0.5 meters have been excluded from these increases (e.g., Orisa's Energy Javelin or Reinhardt's Fire Strike).
Hero combined HP (base health/armor/shields) increased by 15-25%.
- 150-175 HP heroes increased by 25 HP.
- 200-300 HP heroes increased by 50 HP.
- 300+ HP (Tanks) increased by 75-100 HP.
- Each hero's precise health increases are listed in their patch notes below.
Ultimate Charge
- All Ultimate ability costs increased by 10%.
Regenerative Passive for All Heroes
- All heroes now regenerate 20 health per second after 5 seconds of not taking damage.
Quick Melee
- Damage increased from 30 to 40.
- Hero updates
- Health increased from 300 to 375.
- Wound damage over time increased from 60 to 90
- Spread reduced 8%.
- Impact damage increased from 50 to 65.
- Temporary health reduced from 200 to 150.
- Ultimate cost increased by 15%.
- Maximum ammo increased from 6 to 8
- Projectile size increased from 0.15 to 0.20 meters
- Now deals 40 impact damage
- Wound damage decreased from 100 to 60
- Adrenaline passive healing multiplier increased from 1.25 to 2x damage dealt by wounds
- Base health in Role Queue modes increased to 450
- Base health in non-Role Queue modes reduced from 425 to 300
- Now heals for the remaining wound damage when an enemy dies with wounds on them
- Cooldown is now reduced by 2 seconds for each enemy it impacts
- Thrown impact damage reduced from 80 to 50
- Thrown direct impacts now add a 30 damage wound to the stuck target. Stacks with wounds caused by Quick Melee or returning Jagged Blade hits.
- Adrenaline passive healing multiplier increased from 1 to 1.25x damage dealt by wounds
- Cooldown reduced from 15 to 14 seconds
- Wound duration reduced from 5 to 4.5 seconds
- Ultimate cost reduced by 10%
- Allied health bonus reduced from 100 to 50 HP
- Allied duration reduced from 5 to 3 seconds
- Temporary health no longer decays over its duration
- Cooldown increased from 11 to 15 seconds
(beta)
- Radius reduced from 20 to 15 meters
- Allied bonus health now decays over its duration
- Maximum duration increased from 4 to 5 seconds
- Radius reduced from 6 to 5 meters
(beta)
- NEW HERO
Scattergun (Primary Fire)
- Pump Action Shotgun
Jagged Blade (Secondary Fire)
- Active: Throw the blade and re-activate to pull it back, along with any impaled enemy
- Passive: Wound enemies with Quick Melee or Throw, dealing damage over time
Commanding Shout (Ability 1)
- Temporarily increase health and movement speed for yourself and nearby allies
Carnage (Ability 2)
- Wound all enemies in front of you, dealing damage over time
Adrenaline Rush (Passive)
- Heal from all damage over time dealt by wounds
Rampage (Ultimate)
- Charge forward and wound enemies; dealing damage over time and preventing them from being healed
References
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 The Wastelander
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 Junker Queen, Blizzard Entertainment. Accessed on 2022-10-05
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 2022-06-21, A DESIGN FIT FOR ROYALTY: AN INSIDE LOOK AT HER MAJESTY, THE JUNKER QUEEN. Blizzard Entertainment, accessed on 2022-07-03
- ↑ 4.0 4.1 2017-09-12, New Map Preview: Junkertown | Overwatch. YouTube, accessed on 2017-09-15
- ↑ 5.0 5.1 2017-08-21, Junkertown | New Escort Map | Overwatch. YouTube, accessed on 2017-08-22
- ↑ 2022-06-17, Promotional Email: Reload and Recap the Overwatch 2 Reveal Event, Name!. Blizzard Entertainment, sent on 2022-06-17
- ↑ 7.0 7.1 Junkertown: Wasted Land
- ↑ Junker Queen Origin Story
- ↑ A Charismatic, former Gladiatorial Mech Champion: The Queen. Twitch, accessed on 2018-06-23
- ↑ 2017-09-12, New Map Preview: Junkertown | Overwatch. YouTube, accessed on 2017-09-15
- ↑ 2022-07-15, "You're in! Welcome to the Overwatch 2 Beta" (email). Blizzard Entertainment, accessed on 2022-07-16
- ↑ Wrecking Ball (Overwatch 2), Blizzard Entertainment. Accessed on 2022-10-05
- ↑ 13.0 13.1 2017-08-21, "Junkertown: The Plan" | Overwatch. YouTube, accessed on 2017-08-25
- ↑ 2017-09-01, Overwatch Fans Are Losing It Over A Character Who Has Barely Appeared. Kotaku, accessed on 2017-09-01
- ↑ Overwatch 2, Junker Queen Quotes
- ↑ 2018-06-23 Junkertown queen's voice has been removed from Junkertown Blizzard Forums accessed on 2018-07-02
- ↑ 2019-04-17 Fareeha - Live at Blizzard HQ! EVENT HYPE
- ↑ 2022-06-12 "Release Date Reveal" | Overwatch 2 Youtube accessed on 2022-06-12
Heroes in Overwatch 2
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