Overwatch Wiki
Advertisement
Juno


"One small step at a time!"

Real Name
Juno Teo Minh
Status
Active
Birth
March 22nd[1]
Age
19[1]
Nationality
Martian
Occupation
Medic[2]
Navigator[1]
Base
Red Promise Colony, Mars (formerly)

Watchpoint: Gibraltar

Affiliation
Project Red Promise
Relations
Jiayi Teo (mother), Khiem Van Minh (father)
Xanthe Huynh (English)

Valérie Bachère (French)
Özge Kayalar[3] (German)
Celeste Tartaglia (Italian)
Rika Tachibana[4] (Japanese)
Yoon Eun-seo (Korean)
Li Yunqing (Taiwanese Mandarin)
Michelle Giudice (Brazilian Portuguese)
Vasilisa Eldarova (Russian)
Desireé González (Latin American Spanish)

Cosmetics
Cosmetic page
Quotes
Quotation page
Stadium
Stadium page
Role
Support
Health
75
Shields
150
Character Video

Juno is a Support hero in Overwatch 2. She was released in Season 12,[5] making her the 41st hero added to the game.

Overview

Juno is a highly mobile hero with a focus on verticality.[6]

Abilities

Role: Support
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
Type
Passive Ability
Effect Type
Movement Movement
While airborne, press Jump to double jump and hold Jump to hover.
Movement speed:
3 m/s (falling)
10.8 m/s (double jump)

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


Mediblaster
Type
Weapon (Primary Fire)
Effect Type
Hitscan Hitscan
Blocked by barriers.
Ignores barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Burst fire weapon that heals allies and damages enemies.
Damage:
7.5 - 2.25 (per round)
90 - 27 (per burst)
Falloff range:
20 - 35 meters (damage and healing)
Headshot:
Healing:
6 - 1.8 (per round)
72 - 21.6 (per burst)
Rate of fire:
1.29 shots/s
Bullets per shot:
12
Ammo consumption:
12 per shot
Ammo:
180
Reload time:
1.8 seconds
Projectile radius:
0.04 meters

Ability details:
  • Healing per second: 93.02 (overall w/ reload 78.64)
  • Damage per second: 116.28 (overall w/ reload 98.3)
  • Within 20 meters, Juno's Mediblaster deals full damage and healing. From 20 to 35 meters, both damage and healing gradually decrease, reaching a minimum of 30% beyond 35 meters.
  • When looking at an ally, the blaster will display a happy emoticon, and while looking at a visible enemy, it displays an angry emoticon, indicating that Juno will either heal or deal damage while shooting at that player.


Pulsar Torpedoes
10 seconds
Type
Ability
Effect Type
Projectile Projectile
Targeted Targeted
!
Partially blocked by barriers.
Ignores barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Press Secondary Fire to lock on, then Primary Fire to fire homing projectiles. Heals allies over time and damages enemies.
Damage:
85
Headshot:
Healing:
85 (direct)
50 (over time)
Cast time:
0 + 0.3 seconds
Duration:
2.5 seconds (HoT)
0.5 - 1 seconds (lock-on)
0.38 - 4 seconds (targeting)
Max. range:
40 meters (targeting)

Ability details:
  • Cooldown starts when the projectiles are fired.
  • Cancelling Pulsar Torpedos before locking onto a target incurs a 2 second cooldown instead of the usual 10.
  • When activated, Pulsar Torpedoes starts to acquire targets, and when reactivated fires homing projectiles at once towards the targets it has locked onto.
    • Only targets heroes, incl. B.O.B..
    • Cannot be fired while no heroes have yet to be completely locked on to.
      • Pulsar Torpedoes goes on 2 second cooldown if it ends or is interrupted without ever locking onto a target.
    • Fires automatically when targeting duration ends if any targets are locked on.
    • Time required to lock on scales based on distance to the target, starting from 0.5 seconds at 5 meters to 1 second at maximum targeting range.
    • Targets must be visible and within Juno's line of sight to progress the lock on and for the missiles to be fired at them.
      • If a target temporarily leaves Juno's line of sight or moves more than 5 meters beyond its targeting range, lock on progress will be paused and continues from the previous state when they reappear or enter the targeting range again.
      • Projectiles cannot target or be fired at enemies or allies using any of the following abilities: Meteor Strike, Cryo-freeze, Recall and Burrow.
      • Damage projectiles can lock onto and fired at heroes that are phased out or invincible.
    • Once fired, damage projectiles lose homing if the target is/becomes phased out, invincible, excluding Zarya's barriers, or invisible, however the projectile may start homing again when the target reappears.
    • D.Va ejected from her mech and Echo duplicating a hero (or transforming back) are considered separate targets from the original. These events reset the lock on while targeting, and cause already fired projectiles to lose homing.
  • Pulsar Torpedoes is a channeled ability; Juno cannot use other abilities or fire while it is active and it is interrupted if Juno is stunned, knocked down or hacked.
    • Pulsar Torpedoes can be manually cancelled by pressing secondary fire again.
    • Glide Boost and Martian Overboots can be used while channeling without interrupting the channel.
    • Activating Orbital Ray interrupts the channel.
  • Projectiles do not have maximum range once they are fired, only targeting range is limited.
  • Damage projectiles will collide with the first enemy hero or object in their way, whereas healing projectiles only hit their designated targets.
  • 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.

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


Glide Boost
LSHIFT
6 seconds
Type
Ability
Effect Type
Movement Movement
Glide horizontally with increased movement speed.
Cast time:
None
Duration:
4 seconds
Mov. speed buff:
+390% (dash)
+50% (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.
  • Glide Boost's initial dash movement speed buff does not count towards global movement speed buff cap, but the lingering speed buff does.


Hyper Ring
E
14 seconds
Type
Ability
Effect Type
Projectile Projectile
Area of effect Area of effect
Blocked by barriers.
Ignores barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Deploy a ring that increases movement speed of allies that pass through it.
Cast time:
0.24 + 0.3 seconds
Duration:
6 seconds (ring)
3 seconds (speed boost)
Max. range:
17 meters
Area of effect:
8 meters width
Mov. speed buff:
+50%
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. B.O.B..
  • Allies within 5 meter radius of Juno or the projectile's path gain speed boost even without passing through the ring.
  • The duration of the buff is refreshed whenever the hero comes in contact with the ring.
  • Stacks with Glide Boost and other move speed buffs, up to the +75% global movement speed limit.
  • Can be pinged by enemy heroes and a friendly Juno.

6v6 details:
  • Maximum duration reduced from 6 to 4.5 seconds.


Orbital Ray
Q
3135 points
Type
Ultimate Ability
Effect Type
Area of effect Area of effect
Blocked by barriers.
Ignores barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Call down a ray that travels forward, healing allies and increasing their damage.
Healing:
85 per second
Dmg. amplification:
+30% dealt
Cast time:
0.5 + 0.3 seconds
Duration:
8 seconds
Max. range:
20 meters
Area of effect:
8 meter radius
Movement speed:
2.25 m/s

Ability details:
  • Heals a total of 680 HP per target over its duration.
  • Orbital Ray's cast can be interrupted from being hit by crowd control during its startup.
  • The effects start immediately as the startup finishes at Juno's location, despite the beam visually hitting the ground after a ~1 second delay 4 meters in front of her.
  • The ray travels up to 18 meters over its duration.
  • Orbital Ray pierces all barriers, walls, ceilings and floors, although the visuals only show it hitting on the elevation it was cast on.
  • Damage boost effect lingers for 1 second after leaving the ray's area.
  • Tickrate is unaffected by Kitsune Rush.


Perks

Minor Perks

A Minor Perk can be chosen at level 2.

Familiar Vitals
Type
Minor Perk
Pulsar Torpedoes lock onto allies 35% faster.


    Re-Boots
    Type
    Minor Perk
    Activating Glide Boost resets Double Jump.


      Major perks

      A Major Perk can be chosen at level 3.

      Master Blaster
      Type
      Major Perk
      Mediblaster can crit enemies.
      Headshot:
      ✓ (x1.5)

      Ability details:
      • Critical damage multiplier is 1.5x.


      Locked On
      Type
      Major Perk
      Reduce the cooldown of Pulsar Torpedoes by 1.5 seconds for each enemy hit.


        Hero-specific options

        Setting name Options Description
        Toggle Pulsar Torpedoes Off Pulsar Torpedoes fire when player releases the button.
        On (default) Pulsar Torpedoes fire when player presses the button again.
        Toggle Glide Boost Off Glide Boost deactivates when player releases the button.
        On (default) Glide Boost deactivates when player presses the button again.
        Toggle Martian Overboots Hover Off (default) Martian Overboots Hover deactivates when player releases button.
        On Martian Overboots Hover deactivates when player presses button again.
        Swap Pulsar Torpedoes toggle button inputs Off (default) Primary fire fires Pulsar Torpedoes, Secondary fire cancels Pulsar Torpedoes.
        On While "Toggle Pulsar Torpedoes" is also "On" swaps fire and cancel inputs.
        Crouch activates Martian Overboots Hover Off (default) Crouch does nothing in the air.
        On Jump still activates Martian Overboots Hover but now Crouch can also activate it while airborne.
        Hide Glide Boost cancel text Off (default) Cancel text UI element is displayed to the left of the crosshair.
        On Cancel text UI element is hidden.

        Stadium

        Juno is a playable hero in Stadium game mode. See Juno/Stadium for a list of hero-specific Items and Powers.

        Strategy

        Juno is a highly mobile support hero, able to move quickly horizontally and take high ground positions with her Martian Overboots. She can keep pace with some of the most mobile heroes, has high healing and damage output and good follow-up potential with her Pulsar Torpedoes. Good positioning will also help with her falloff range, which effects both her damage and healing. Juno can work in most team compositions and is at her strongest on maps with plenty of high ground or those with choke points which she can push through with Hyper Ring and Orbital Ray.

        Juno's biggest weakness is her lack of self-sustain. She requires good positioning to make use of the health regen provided by the Support passive and her Shield health. She is also an aim intensive hero, as her Mediblaster fires multiple bullets per shot and missing some of them will greatly impact Juno's potential healing and damage output.

        Weapons & Abilities

        • Mediblaster This is Juno's primary source of healing and damage. The gun will heal or do damage based on whether the bullets hit an ally or an enemy. A quirk of Juno's fall-off range that is unique to her: it impacts damage and healing. The Mediblaster 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.


        • Martian Overboots (passive): This ability allows Juno to double jump and also slow her descent.
          • If you don't need to use Martian Overboots, then don't. Jumping is one of the most predictable movement patterns in the game and the forced arc makes you easier to hit. Ditto for the Hover portion of the ability.
          • Use Martian Overboots to pop over cover, such as short walls, to heal and chip away at enemies. But pay attention to where your enemies are looking and switch up your movement and timing to avoid making yourself a target.
          • Martian Overboots can be activated once while Glide Boost is active.
            • Combined with the anti-gravity from Glide Boost, this can help Juno make it to areas she otherwise couldn't with just her double jump.
            • You can use this small jump as a last resort dodge when you're trying to make it to cover, but be aware that you can't go back down.


        • Pulsar Torpedoes: Juno locks onto allies and enemies then fires homing projectiles that heal her allies or damage her enemies.
          • The projectiles are not "smart" and will take a fairly straight forward path to their target, so timing and positioning on Juno's part are important to actually landing the torpedoes.
          • The lock-on is interrupted by line-of-sight, but not reset. You can take time to get a lock-on without putting yourself in harm's way.
            • But be aware that you cannot use Mediblaster while channeling the torpedoes, so while you can take time, you're also unable to heal.
          • When you're in the poke phase (the time before the full fight breaks out) or lulls in combat, take time to get as many targets as you can without putting yourself in risk of dying to net the most ult charge.
            • When used during actual fights, prioritize specific uses rather than "hit as many people as possible", as you do not want to risk losing a teammate while trying to lock-on and using your other abilities just to get a good torpedo can put you at a serious disadvantage.
          • Pulsar Torpedoes are an excellent finisher - if you see someone at low HP and have enough time to get the lock-on without losing anyone on your team, it's worth using them on the low HP target alone to secure a kill.
          • They can also be a good way to punish poor positioning, especially on highly mobile heroes like an opposing Juno, Mercy or Lucio since they are homing.
          • They are a strong follow-up to other abilities, like a Biotic Grenade from Ana or Illari's ultimate Captive Sun.
            • Also a great way to help out your flanker and dive heroes. The burst of damage can make it very easy for them to finish their target off. Time your engagement with them so you don't alarm the enemy before your ally is able to actually engage - you want to sync up as close as you can with them.
        • Whether Pulsar Torpedoes are available or not is deciding factor for when to take a duel or disengage with your mobility tools, especially against slippery heroes like Genji, Tracer, Moira, etc.


        • Glide Boost: Juno jolts in whatever movement direction is being held when the ability is activated, then can hover horizontally with increased movement speed. Juno is not effected by gravity while Glide Boost is active. The speed from Glide Boost stacks with other movement effects, such as her Hyper Ring.
          • If you're Glide Boosting but don't need it, cancel it to start its cooldown. It is your escape tool first and foremost and you want it handy when you get targeted.
          • Glide Boosting in the open make you vulnerable, as you are completely locked to horizontal movement and cannot weave in ducking to make yourself a harder target. Keep near cover and mind your sight lines.
          • Moving against terrain and obstacles while Glide Boosting can cause Juno to go up or down. This works on most things with a curve, but some apparently flat surfaces (such as short walls) also work.
            • Moving back and forth can make you go up/down faster than just moving straight into the surface.
          • Using the double jump from Martian Overboots first and then using Glide Boost grants more height.


        • Hyper Ring: Creates a large ring that provides a speed boost to any ally who passes through it. Juno receives the effect upon casting the ability, whether she passes through it or not. Any ally within a certain range of Juno are also given the effect when she casts it. The buff lasts a few seconds before fading. Passing through the ring reapplies the buff.
          • Out of all of Juno's abilities, Hyper Ring benefits the most from communication and coordination, but there are ways to use it that do not rely on direct communication.
            • If you want to boost your team into an engagement and/or through chokes, watch your tank's behavior and use your ring when they use their own engagement abilities (D.va's Boosters, for example) or when they press in.
              • It can be used similarly with damage heroes - a Genji will likely want to follow up on a critical health enemy and giving him a speed boost will shorten how much time the enemy has to react to his engagement.
            • Use it to help an ally who is already trying to reposition, rather than trying to force a reposition by using it and hoping they will understand that the ring was meant to help them do that.
          • 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.


        • 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.
          • 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.


        Match-Ups and Team Synergy

        When encountering enemy heroes, Juno has "Risk" ratings, ranging on a scale of 5 levels. This reflects the threat level posed by different Damage and Tank heroes in terms of how vulnerable Juno is to them and how it can be mitigated through Juno's own abilities or through an ally's assistance:

        • Extreme Risk | High Risk | Medium Risk | Low Risk | Very Low Risk

        When encountering enemy Supports, Juno has "Priority Targeting" ratings on a scale of 5 levels. This reflects the importance of eliminating or disrupting specific Supports:

        • Extremely High Priority Target | High Priority Target | Medium Priority Target | Low Priority Target | Very Low Priority Target

        Synergies are graded on a scale of 5 levels:

        • Exceptional Synergy | Strong Synergy | Good Synergy | Ok Synergy | Weak Synergy

        Tank

        Hero Match-Up Team Synergy

        D.Va
        TBA RISK

        D.Va is one of your biggest threats in the tank role. She is highly mobile, easily able to keep up with you, and can do a lot of damage very quickly. Because you lack any self-heal, you have no way to save yourself if she chooses to come for you other than to use your mobility to get to cover. Her Defense Matrix can block both your Mediblaster and Pulsar Torpedoes, preventing you from healing your allies and gathering ult charge. Keep an eye on her and play near cover, health packs and your own team. If D.Va is out of her mech, one few shots and Pulsar Torpedoes can easily finish her off.

        TBA SYNERGY

        You can keep up with D.Va, for the most part. Some high ground positions can be difficult for you to reach, but generally you can get into position to help her when she goes for dives. Follow up her engagements with Pulsar Torpedoes to quickly burst D.Va's target down before they can be saved. Giving D.Va a Hyper Ring when she uses her Boosters to retreat can be more beneficial than boosting her in, as D.Va is at her most weak when she has to look away from the enemy to retreat and cannot use her Defense Matrix.


        Doomfist
        TBA RISK

        TBA SYNERGY

        Doomfist can be a tad more difficult to keep pace with than other dive oriented heroes, owing to the fact that he has two mobility abilities on very short cooldowns. His engagements also tend to be quicker than most, as he looks to combo an enemy down and quickly disengage. That said, you're still able to be in range to support him and your Pulsar Torpedoes are a great follow up to his engagements.


        Hazard
        TBA PRIORITY TARGET

        TBA SYNERGY


        Junker Queen
        TBA RISK

        TBA SYNERGY

        Junker Queen is at her weakest when she is kept at a range, which you can circumvent with your Hyper Ring. Her Commanding Shout also stacks with your speed to the global limit.


        Mauga
        TBA RISK

        TBA SYNERGY

        Mauga's Overrun does a significant amount of damage if he catches an enemy with it, making it a great ability to follow up with your Pulsar Torpedoes. Hyper Ring also pairs well with Overrun, enabling Mauga to close the distance or retreat incredibly quickly. Your Orbital Ray can be a good follow up to his Cage Fight, the healing helps keep him alive when everyone stuck inside of the ult focuses him and the damage boost compliments his Cardiac Overdrive well.


        Orisa
        TBA RISK

        TBA SYNERGY

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


        Ramattra
        TBA RISK

        With Ramattra, your goal is to keep enough distance between you and him so that he cannot chase you down with his Nemesis Form. If he comes for you, immediately use your mobility tools to get out of range, or he'll make short work of you. Hyper Ring can also help your allies put distance between them and Ramattra when he is engaging. However, his Ravenous Vortex can be deadly if he catches you in it during Glide Boost. Your Orbital Ray can sustain your team through his ultimate, Annihilation. His Void Barrier can block your Mediblaster, preventing you from healing your allies. If your team is capable of / actively breaking barriers, you can help.

        TBA SYNERGY

        Your Hyper Ring can make him a real menace during his Nemesis form, especially if you sustain him with your Mediblaster. Since you have a ranged hitscan type weapon, you can make use of his Void Barrier during his downtime between Nemesis form, safely providing extra poke damage against the enemy. Orbital Ray can be a great follow up to his Annihilation - the healing will allow him to spend less time blocking and the damage boost makes it harder for the enemy supports to keep up with his damage output.


        Reinhardt
        TBA RISK

        TBA SYNERGY

        Your Hyper Ring can help Reinhardt move around without relying on his Charge, which leaves him vulnerable. It also helps him close distance while holding up his Barrier Field, making it so his barrier takes less damage over all. Alternatively, it can help him retreat before his barrier breaks and minimize the window of vulnerability during his Charge when he goes for a pin. Speed boosting Reinhardt to follow up on his Earthshatter can ensure he reaches whatever target he has stunned before they can get up and escape him. Following up his Fire Strike with your Pulsar Torpedoes and Mediblaster can secure a kill that Reinhardt himself wouldn't be able reach himself.


        Roadhog
        TBA RISK

        TBA SYNERGY

        Though you're not his most synergistic support, your Hyper Ring can help cover for Roadhog's biggest weakness: mobility.


        Sigma
        TBA RISK

        TBA SYNERGY

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


        Winston
        TBA RISK

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

        TBA SYNERGY

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


        Wrecking Ball
        TBA RISK

        As a Dive hero, Wrecking Ball is dangerous for you. He can easily reach and chase you and none of your abilities are particularly strong against him. Try to stay near your team, health packs and cover so you do not make yourself an easy target.

        TBA SYNERGY

        Wrecking Ball is one of your weaker pairings. He doesn't lack for speed and he will often be out of your line of sight and fall off range.


        Zarya
        TBA RISK

        Your mobility can keep you out of Zarya's effective range, for the most part, and your Hyper Ring can help your teammates get away from her, too. She can block your Pulsar Torpedoes with her Particle Barrier, so be mindful of her cooldowns or you'll feed her energy. The healing from your Orbital Ray can sustain your team if they get caught by Graviton Surge.

        TBA SYNERGY

        As a close range brawler who lacks mobility skills, Zarya benefits greatly from your Hyper Ring. Your Orbital Ray can be a good follow up to her Graviton Surge if you don't have a damage ultimate to combine with it.

        Damage

        Hero Match-Up Team Synergy

        Ashe
        TBA RISK

        TBA SYNERGY


        Bastion
        TBA RISK

        TBA SYNERGY


        Cassidy
        TBA RISK

        TBA SYNERGY


        Echo
        TBA RISK

        TBA SYNERGY


        Genji
        TBA RISK

        TBA SYNERGY


        Hanzo
        TBA RISK

        TBA SYNERGY


        Junkrat
        TBA RISK

        TBA SYNERGY


        Mei
        TBA RISK

        TBA SYNERGY


        Pharah
        TBA RISK

        TBA SYNERGY


        Reaper
        TBA RISK

        TBA SYNERGY


        Sojourn
        TBA RISK

        TBA SYNERGY


        Soldier: 76
        TBA RISK

        TBA SYNERGY


        Sombra
        TBA RISK

        Sombra is able to lock out all of Juno's movement abilities for 1.5 seconds, and virus alone can eliminate 82% of Juno's health in 2 seconds. Your best chance is to react as quickly as possible, alert teammates, and try to duck around a corner while fighting back; but this is not a good matchup for Juno.

        TBA SYNERGY


        Symmetra
        TBA RISK

        TBA SYNERGY


        Torbjörn
        TBA RISK

        TBA SYNERGY


        Tracer
        TBA RISK

        TBA SYNERGY


        Venture
        TBA RISK

        TBA SYNERGY


        Widowmaker
        TBA RISK

        TBA SYNERGY

        Support

        Hero Match-Up Team Synergy

        Ana
        TBA PRIORITY TARGET

        TBA SYNERGY


        Baptiste
        TBA PRIORITY TARGET

        TBA SYNERGY


        Brigitte
        TBA PRIORITY TARGET

        TBA SYNERGY


        Illari
        TBA PRIORITY TARGET

        TBA SYNERGY


        Juno
        TBA PRIORITY TARGET

        TBA SYNERGY

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


        Kiriko
        TBA PRIORITY TARGET

        TBA SYNERGY


        Lifeweaver
        TBA PRIORITY TARGET

        TBA SYNERGY


        Lúcio
        TBA PRIORITY TARGET

        This synergy provide extremely fast movement with Lúcio's speed boost and your Hyper Ring. And pair well with most of the non-mobile characters. Especialy in most of the control maps.

        TBA SYNERGY


        Mercy
        TBA PRIORITY TARGET

        Mercy won't have much direct interaction with you, preferring to pocket one of her allies and leave them to deal with you. As a homing projectile that does solid damage, your Pulsar Torpedoes are invaluable in helping finish Mercy off before she can escape with her Guardian Angel. Your hitscan Mediblaster is also a threat to her. For similar reasons, you are also problematic for her common pocket targets, such as Echo and Pharah. On the flip-side, she makes all of your hero counters more deadly, amplifying your biggest weakness: your lack of self-sustain.

        TBA SYNERGY

        This is a decent pairing with no stand out synergy. You are both mobile supports who can be difficult to pin down, especially when you are supporting each other. If Mercy doesn't have a better damage boost target to pocket prior to engagements, you're an acceptable target. With a Mercy on your team, you're the team's primary healer while Mercy focuses on damage boosting one of your teammates.

        Your Orbital Ray and Mercy's Valkyire compliment each other well. Thanks to the constant healing done by Orbital Ray, Mercy can focus on providing damage boost which stacks with your own damage boost and provides a significant increase in your team's damage output. While there are likely better uses for each of your ults, it is still a combo worth considering.


        Moira
        TBA PRIORITY TARGET

        TBA SYNERGY


        Zenyatta
        TBA PRIORITY TARGET

        TBA SYNERGY

        Story

        Juno is the first human to have been born on Mars. This experience has shaped who she is. She is not well-versed in the ways of Terrans, which makes her anxious and uncertain at times. Her heroism comes from her ability to face her fears, and figure things out. Juno is exceptionally curious, and wants to learn all there is to know about Earth.[7]

        She’s afraid, but she’s still going to brave it and figure everything out. Plus, even though she’s terrified and overwhelmed, she’s also super curious. She wants to learn all there is to know about Earth, and with the help of Mei, she’s going to find a lot of wonderful things to experience for the first time.[7]

        Juno speaks formally as a side effect of growing up in an adult-only environment.[8]

        Early Life

        My parents left Earth on a secret mission. Project Red Promise. They had a dream...to expand the reach of humanity. Their work was unprecedented and dangerous...but also important and exciting! Possibilities like...me! The first Martian. Well, the only Martian. But I was never lonely. Everyone treated me as if I were their own. The base was never intended for children, but I grew into it. Still, what was inside the base mattered less than what I could see beyond it. My family came up with an idea. Everyone pitched in...to make me a suit of my own! I may not have had an idea in astrophysics, but I learned a lot from my family. They empowered me to contribute in my own way. It was scary at first, but I loved any excuse to get out onto my home planet...despite how relentless the work was. I knew with every problem, we would find a solution. Together.
        ~ Juno Teo Minh
        JunoJiayiKhiem

        Juno and her parents

        Juno Teo Minh was born on Mars during Project Red PromiseLucheng Interstellar's secret multi-stage initiative to terraform the planet. The daughter of scientists Jiayi Teo and Khiem Van Minh, she was the first human born on Mars. The first Martian. She embodied the hopes of the project, and each member of the Red Promise Team loved her as if she was their own.[1] Juno's name was chosen by her mother, who was fluent in Mandarin. The Chinese characters "Ju-no" loosely translated as "Vermillion promise" in English. As her parents saw her as the embodiment of Project Red Promise, Juno was so-named.[8]

        The entire team celebrated her first birthday.[9]

        Though the scientists were busy with their duties on the base, they made every effort to keep Juno entertained and happy through her childhood.[1] While growing up, Juno heard many stories of her mother's life on Earth, including those of an old friend: a climatologist named Mei-Ling Zhou.[1] Juno wasn't exposed to much media growing up,[8] but her father had also brought a number of Westerns with him to Mars, and she watched them herself.[2]

        Despite the joys found inside the base, Juno was much more interested in what lay beyond it.[9] It seemed the scientists' curiosity had rubbed off on her, and she constantly begged to join them on expeditions outside of the base.[1] On at least one occasion, she used a pre-existing spacesuit to exit the base, much to the chagrin of those around her.[9]

        When she was finally old enough,[1] the Red Promise Team pitched in to make Juno her own spacesuit.[9] It was modified from a pre-existing Lucheng spacesuit, and was gifted to Juno by her mother, so she could safely brave the Martian atmosphere. Juno was free to roam the outdoors, and she sought more than just enjoyment: she wanted to help.[1] While Juno didn't have the scientific background that the other members of the team had, her family encouraged her to contribute in her own way.[9] Over time, she grew from a starry-eyed child into the most proficient navigator in the colony – a true member of the Red Promise Team.[1]

        Leaving Mars

        Life on Mars was not always easy. The terraforming project my family worked so hard on changed the Martian atmosphere. The storms grew to be terrifying...each more violent than the last. But my family had given me the tools to overcome anything. I knew that someday...we would overcome this too. We could overcome anything!
        ~ Juno
        Juno-storm

        Juno is caught in a dust storm

        Due to the terraforming project kicking up debris into the atmosphere, massive dust storms started threatening the colony’s safety. Within a few years the colony might not be habitable anymore.[7] At first, Juno was unfazed—she was even caught up in one of dust storm before she used her suit to breach the dust cover, braving the Martian winds and lightning. While each storm was more violent than the last, Juno believed that the Red Promise Team could overcome anything.[9]

        It was confidence that was ill-founded, as all of Red Promise's attempts to contact Lucheng Interstellar went unanswered,[7] and the promised second Red Promise wave never materialized. Not knowing when - or if - assistance might arrive from Earth, the Red Promise Team concluded that their days were numbered.[1] The team tried to shield Juno from the severity of the situation, but she could tell they were working on borrowed time.[9]

        Juno-truth

        Juno learns the truth

        Red Promise's scientists compiled their limited resources and realized they only had enough power to send one person back to Earth. Immediately, they knew it had to be Juno; the only one to never have signed onto their mission. They wanted her to have a chance at life.[7] Months after they'd realized the severity of their situation, Juno was brought to Red Promise's docking bay, where she was presented a ship of her own. They tried to shield her from the true nature of the situation, saying it was time for Juno to chart her own course, but she realized that her parents wanted her to leave Mars, even if it cost them their own lives.[9] Juno pleaded with her parents not to make her leave, but they remained steadfast in their desire. After all, she embodied their hope for the future of humanity. They would not let her share their same fate.[1]

        Juno-fear

        Juno, alone and afraid

        Juno ran away from the bay in tears—Mars was the only world she'd ever known, the Red Promise Team the only family. But recalling what her parents had taught her, that the most frightening challenges were the ones most worth overcoming, she relented. She downloaded Red Promise's climate data[9] and agreed to leave. However, she didn't see her departure from Mars as an evacuation, but instead made it her mission to find help on Earth, refusing to give up on the one home and family she'd ever known.[1] Even though she would be sent to Earth with no expectation of ever coming back, Juno was determined to seek help on Earth and find answers that could save her parents and everyone else at Red Promise Colony.[7]

        Journey to Earth

        Don't panic. You're okay.
        I am definitely not okay. Why did I think I could do this?
        Juno. Juno. I believe in you. You've trained for this kind of thing your whole life. You have all the tools you need.
        Okay. All right. I have all the tools I need.
        ~ Jiyai guides Juno after being propelled from her spacecraft
        Juno-orbit

        Juno leaves Mars

        With solemn goodbyes, Juno tearfully left the danger of her home planet, knowing there was a chance she would never see her family again. She promised herself she’d find someone who could help her save everyone – before it was too late.[1] Juno was sent off by the whole Red Promise Team, and she told them that she'd see them again. She could tell that they didn't believe her, but that didn't matter. Her parents had come to Mars with a dream of expanding the reach of humanity, and now it was Juno's dream to save her home. Thus, she launched her ship, along with the climate data, and a picture of her mother and Mei-Ling Zhou.[9]

        Juno-control1

        Juno exits the ship

        Juno's ship broke atmosphere without incident, but she held off on firing the primary boosters. Her mother, acting as "Control," asked why she hadn't fired them yet. She told her mother that she just needed a minute, as Mars had been the only home she'd ever known. Her mother told her that she understood, but that the launch window to reach Earth was closing. With a heavy heart, Juno initiated the boosters, but there was a malfunction. Jiayi told her that Red Promise's sensors indicated that there was an external issue, which meant that Juno had to go EVA. Her mother told her to follow protocols, but reminded her that the launch window was continuing to shrink.[10]

        Juno-control2

        Juno is sent hurling from the ship

        Juno inspected the craft's boosters, and saw that a bolide had lodged itself in the booster array, causing the malfunction. She tried breaking it with her boot, but failed, and the overboot malfunctioned. Frustrated, she fired her mediblaster at it. However, while this damaged some of the bolide, she hadn't accounted for the recoil of the blaster or the detritus from the object, both coming to send her hurling away from the ship. To make matters worse, the overboot malfunctioned further, its small detonation increasing her velocity and altering her trajectory, sending her flying into vacuum. With the overboot still failing to work, and her oxygen running out, Juno began to panic, but her mother reassured her over the radio, reminding her that she'd trained for this her whole life. That she had all the tools she needed.[10]

        Juno-control3

        Juno says her farewells

        Juno steadied her breathing, fixed the overboot, and used their thrusters to return to the ship. She destroyed the bolide with her mediblaster, this time keeping her footing. She told her mother that the problem had been solved, leading to cheers back on Mars. As Juno re-entered the ship, her mother told her how proud they were of her. That she wanted her to live a long, happy life on Earth, and that she would always love her. Juno told her mother that she loved her too before she activated the boosters, sending her ship towards Earth.[10]

        Arrival on Earth

        Attention, unknown craft. Hold your approach and identify yourself.
        It is too late to hold. I'm coming in...very hot. Who is this?
        This is Overwatch. I am tracking your trajectory, and we'll have someone meet you. For my records, where did you come from?
        I am from Mars. And my name...is Juno.
        ~ Athena and Juno upon the latter's arrival at Earth
        Juno-control4

        Juno arrives at Earth

        After a journey of 55 million miles, Juno arrived at Earth.[10] Part of the pod disconnected from the ship proper,[8] and it began a re-entry sequence. As her pod made its way through Earth's atmosphere, Juno was contacted by Athena, ordering Juno to hold and identify herself. A nervous Juno responded that it was too late to hold, and asked who was contacting her. Athena identified her affiliation with Overwatch, that they were tracking her trajectory, and that Overwatch members would be sent to meet her. Juno gave Athena her name and point of origin.[10]

        Juno-dorado

        Juno emerges from her pod

        Juno's pod landed in Dorado.[11][8] She sent a message back to Mars in Morse code. The message read "J HAS LANDED - ATTEMPTING TRANSMISSION TO RPT - AWAITING RESPONSE.[12]

        She was later retrieved by Overwatch[2] and was brought to Watchpoint: Gibraltar.[1] She reunited with Mei, who was a member of Overwatch herself.[2]

        Being on Earth for the first time and experiencing so many different cultures she'd never interacted with before was overwhelming for Juno. With Mei's help, she set out to explore what Earth had to offer.[7] As Juno had only seen her mother in the context of her scientific work, she was curious to learn from Mei what her mother had enjoyed before leaving Earth.[7]

        Juno-mobile

        Juno, now planetside

        Juno decided to learn every Terran language she could, and had trouble adjusting to Earth's atmosphere. She visited Hanaoka, where she learnt not to drink soy sauce. Lucio also taught her how to play football. Mei was concerned about her health as Juno sometimes forgot to eat.[2]

        Still, it wasn't all fun and games. Juno had thought that finding help for Red Promise would be a relatively simple manner, but she'd landed on a planet in the midst of a global war against Null Sector, and a reformed Overwatch.[8] In regards to Lucheng, Mei was her only lead, and Juno searched for a way to send help back home. She remained determined to find a way to save Red Promise before time ran out.[1] Juno believed Mei would be helpful in saving the colony.[7]

        Achievements

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

        Trivia

        • Juno is the first hero where their healing has a falloff range, meaning it becomes less effective at a distance.
        • The in-universe rationale for Juno's orbital ray ability is that it comes from her ship still in orbit. The ship itself cannot be seen in-game, though art exists of what it looks like floating around Earth.[8]
        • In Roman mythology, Juno was the mother of Mars. Prior to her release, many players assumed this was the source of Juno's name. However, this is incorrect, or at least, not the sole source of inspiration. In-universe, Juno was named in reference to Project Red Promise. The Chinese characters of "Ju-no" loosely translates as "Vermillion promise." To her parents, Juno was seen as the embodiment of a "red promise." As in, Project Red Promise, Mars being the Red Planet, the color of vermillion, etc.[8]
        • Juno will not be required to wear her helmet in all of her skins.[8]
        • While Juno and Lucio both have the ability to increase the speed of friendly heroes, Lucio is overall better in this regard.[8]
        • While aiming at certain things, Juno's gun can display one of 3 things; an angry face while aiming at enemies, a happy face while aiming at teammates, or nothing when aiming at anything else.

        Misc. Character Information

        Mei & colleague old photo

        Photo of Mei and Jiayi in Juno's pod

        • Juno sometimes refers to Mei as "Auntie Mei,"[2], 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 parent.
        • Juno mentions that Earth's air is thinner than what she is used to.[2] 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.
        • In regards to favorite animals, Juno would like to see a horse.[2]
        • Juno possibly travelled to at least one of Mars's poles, as she references Martian ice-caps in snowy environs.[2]
        • Juno's hair appears to be naturally lavender rather than dyed.[9]
        • Prior to landing on Earth, Juno didn't know what a school bus was.[8]
        • Juno never uses contractions.[8]

        Development

        Something I thought about a lot while I was developing her voice and writing her lines was this idea of, she’s pushing through it because it’s all that she’s got. She’s doing her best all the time. And if you relate to that, and you’re also pushing through things and doing the best with what you’ve got, and there’s so many things that are new to you…well, Juno’s a hero, so maybe you are one, too.
        ~ Joshi Zhang
        Space Ranger2

        Early concept art

        The idea for Juno stems back to the desire of the development team to introduce a Support hero that was fast, agile, and had a hitscan-like weapon.[7] The birth of Juno as a character came from someone on the design team thinking about a specific archetype, testing out ideas of a fighter pilot-like character that had lock-on missiles. The initial designs were for a character with the ability to fly using a mech suit.[8] This led to the exploration of a space-themed hero.[7] The question was raised as to whether aliens existed in the Overwatch universe. After some consideration, it was decided that the answer was no, but the idea of a space hero remained.[8]

        The question of a space hero lingered in the mind of Dion Rogers. If aliens didn't exist in Overwatch, fair enough, but he reasoned that since humanity had already colonized the moon by the timeframe of the game (i.e. the Horizon Lunar Colony), it wasn't beyond the bounds of reason that Mars had similarly been colonized. Concept artist Daryl Tan did an iteration where the character started to look like an astronaut a little bit, or someone who had a space suit on.[8]

        Juno was heavily designed through her gameplay kit, which helped inspire the fantasy of what this hero would look like.[7]

        Work on Juno began in early 2023. She went through multiple iterations.[13] Her pulsar torpedoes were a big factor in that they had to display information on a visor while also showing enemies and allies to lock onto. Her abilities impacted the creation of her story. The developers questioned how she might have learned to use her technology, and under what conditions. This line of thinking inspired a lot of elements of her backstory, delving into what life was like for a child growing up on Mars. When developing Juno's backstory, the developers wanted to demonstrate the scope of Lucheng Interstellar's operations, which included Project Red Promise. As the first human born on Mars, the developers found the hook of a human who has never lived on Earth to be very compelling. This character trait caught on in the early stages of Juno's narrative development.[7]

        Art was developed for Juno's ship, though it didn't make it into the game proper.[8] The ship made appearences in The Red Promise and Control.

        Juno was first revealed at BlizzCon 2023. At the time, she was simply called "Space Ranger."[14] Juno had a burst-fire SMG during development.[6] It had been removed by BlizzCon 2023.[6]

        Juno's voice and lines were worked on by Joshi Zhang. It was intended that Juno felt different from the Earth-based characters in the game, given her Martian background, specifically one where her only companions were adults.[8]

        Pre-release

        • During Season 11, a blue comet could be spotted in the sky of some maps. This was speculated to be a hint at Juno, and later proved true with her gameplay trailer.[15]
          • 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.[16]
        • A playtest for Juno ran from July 19 to 21, 2024, where players were able to try her out as a regular hero in all game modes, excluding Competitive Play.[17]
        • When Juno was revealed, some players feared she'd overlap with Lucio, given their abilities to increase the speed of friendly heroes.[8]

        Removed abilities

        Hyper Boost
        Type
        Minor Perk
        While using Glide Boost, passing through Hyper Ring pushes you forward.

        Ability details:
        • Replaced by Re-Boots in Season 16.


        Media

        Concept Art

        Hero Kit (by Daryl Tan)
        Mythic Skin Concept Art

        Videos

        Balance Change Logs

        For more information, see Patch Notes.

        Overwatch 2 PvP
        Patch
        Description

        Hyper Boost

        • Removed.

        Re-Boots

        • Moved to Minor Perk.
        • Duration increase removed.

        Locked On

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

        Orbital Ray

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

        Re-Boots

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

        Familiar Vitals

        • Pulsar Torpedoes lock onto allies 35% faster.

        Hyper Boost

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

        Master Blaster

        • Mediblaster can crit enemies.

        Re-Boots

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

        Orbital Ray

        • Duration reduced from 10 to 8 seconds
        • Damage amplification reduced from 35% to 30%
        Global Projectile Size Bonus
        • Hitscan radius small reduced from 0.05 to 0.04 meters.
        Developer Comments: Juno was the top tier meta support hero and was overperforming last season. Orbital Ray has also proven to be one of the more impactful ultimate abilities so we're reducing how frequently it comes up.

        Orbital Ray

        • Ultimate cost increased 10%.

        Orbital Ray

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

        Mediblaster

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

        Mediblaster

        • Fire rate increased from 14.3 to 15.5 (reverted to the 34 shots per second during the projectile volley).
        • Damage reduced from 8 to 7.5.
        • Healing reduced from 7 to 6.5.
        Developer Comment: While Juno's damage output from her Mediblaster is increased, her healing output is unchanged.

        Mediblaster

        • Damage increased from 7 to 8.

        Glide Boost

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

        Mediblaster

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

        Pulsar Torpedoes

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

        Hyper Ring

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

        Orbital Ray

        • Beam travel speed increased from 1.9 to 2.25 meters per second.
        Early Trial
        • Support Role
        • Not available in Competitive Play during the early trial

        Mediblaster

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

        Pulsar Torpedoes

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

        Glide Boost

        • Ability 1
        • Glide horizontally with increased movement speed.

        Hyper Ring

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

        Orbital Ray

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

        Martian Overboots

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

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

        Pulsar Torpedo enthusiasts have been everywhere you look in Stadium and sometimes it feels like there's always a Pulsar Torpedo chasing you. We're reducing the cooldown of Cosmic Coolant per hit to reduce some of her ability pacing.

        We felt that PulStar Destroyers had too much vertical power for damage focused Pulsar Torpedo builds. We've replaced the Ability Power with Ability Lifesteal to retain that aggressive playstyle.

        Solar Shielding was providing too much Ability Power combined with its effect at its current cost.
        • Increased the amount of Stadium Cash gained from damage and healing by 33.33%.

        Cosmic Coolant – Power

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

        PulStar Destroyers – Epic Ability Hero Power

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

        Solar Shielding – Epic Ability Hero Power

        • Ability Power reduced to 15% (down from 25%).
        Introducing Stadium
        • Tank Heroes: D.Va, Junker Queen, Orisa, Reinhardt, and Zarya.
        • Damage Heroes: Ashe, Cassidy, Genji Mei, Reaper, and Soldier: 76.
        • Support Heroes: Ana, Juno, Kiriko, Lucio, Mercy, and Moira.

        References

        1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 Juno, PlayOverwatch. Accessed on 2024-10-17
        2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Overwatch 2, Juno Quotations
        3. 2024-08-09, Özge Kayalar responding to comments. YouTube, accessed on 2024-08-09
        4. 2024-08-20, Message from Rika Tachibana, voice actress for the Japanese version of Juno. YouTube, accessed on 2024-08-21
        5. 2023-11-04, Every Overwatch 2 BlizzCon 2023 announcement: Mauga, new heroes, Clash mode, and more. Windows Central, accessed on 2023-11-05
        6. 6.0 6.1 6.2 2023-11-05, Complete Blizzcon 2023 Summary. Reddit, accessed on 2023-11-05
        7. 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 7.11 7.12 2024-09-20, First steps for Martian Kind – A Look at Juno’s Development. Blizzard Entertainment, accessed on 2024-09-24
        8. 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 8.12 8.13 8.14 8.15 8.16 8.17 2024-08-19, Overwatch 2 Devs Break Down Juno’s Development, Backstory (Exclusive). Comicbook.com, accessed on 2024-10-17
        9. 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 The Red Promise
        10. 10.0 10.1 10.2 10.3 10.4 Control
        11. 2024-07-19, Juno | New Hero Gameplay Trailer | Overwatch 2. YouTube, accessed on 2024-10-17
        12. Overwatch 2, Dorado
        13. 2024-09-13, Director’s Take – Juno, Clash, and a Look Ahead to Midseason. Blizzard Entertainment, accessed on 2024-09-19
        14. 2023-11-04, BlizzCon 2023: Everything Announced At The Opening Ceremony. Kotaku, accessed on 2023-11-04
        15. 2024-07-18, Juno | New Hero Gameplay Trailer | Overwatch 2. PlayOverwatch YouTube, accessed on 2024-07-18
        16. CF2lter (Reddit) (2024-07-09). S11 - little datamining. Retrieved on July 14, 2024.
        17. https://kotaku.com/overwatch-2-juno-support-trial-period-space-ranger-1851599766
        Advertisement