Juno Abilities Breakdown – NEW Overwatch 2 Hero
In this guide, we’ll be covering all of Juno’s abilities, how they work, and our overall impressions of her kit.
The new Support hero becomes available to play for a limited-time on July 19 until July 21. Her official launch will be in Season 12 on Aug 20.
Soon after her launch, we’ll be adding her to our Best Heroes in Overwatch 2 Tier List.
Overview
Overwatch’s first flying Support hero, Juno arrives from orbit armed with her versatile Mediblaster! Juno’s well-rounded kit focuses on both utility and mobility. Mediblaster allows her to seamlessly weave in both damage and healing so she can be constantly contributing to the fight.
When allies are low on health and need some fast guaranteed healing, Pulsar Torpedoes can lock-on and launch homing torpedoes at their targets. In our current era of Overwatch 2 where mobility defines the meta, Juno has an incredible combination of her own strong movement abilities as well as providing bursts of speed to her entire team!
Abilities
Primary Fire: Mediblaster
- Burst fire weapon that heals allies and damages enemies.
- Ammo: 180
- Juno fires an ultra fast burst of 12 projectiles out of her Mediblaster.
- Similar to Ana’s primary fire, the same projectiles will either heal her allies or damage the enemies depending on who Juno targets.
- When allies are at full health, Mediblasters pass through instead of being absorbed.
- Useful to try and line up enemies behind the allies Juno is healing because the moment your ally is at full health, Mediblaster will be poking down the enemy.
- Mediblaster has severe fall off damage.
- Takes 3 bursts to eliminate a standard 250hp hero.
- Requires 4 healing bursts to fully restore a 250 HP ally’s health.
Secondary Fire: Pulsar Torpedoes
- Press Secondary Fire to lock on, then Primary Fire to fire homing projectiles. Heals allies over time and damages enemies.
- Cooldown: 10 seconds
- Duration: 4 seconds
- Juno targets and locks on to all enemies and allies in her POV and LoS.
- Blue healing symbols display over locked-on allies.
- Red damage symbols display over locked-on enemy targets.
- Both healing and damaging projectiles pass through ally and enemy bodies.
- Does not use primary fire ammo.
LShift: Glide Boost
- Glide Horizontally with increased movement speed.
- Cooldown: 8 seconds
- Duration: 4 seconds
- Juno gains a sudden burst of horizontal movement which last for 4 seconds
- Can use Martian Overboots passive double jump during Glide Boost if Juno has yet to use it since being airborne.
- User retains complete control of directional input horizontally, but is unable to influence any vertical movement until ability has ended.
- Deactivated by repressing SHIFT (ability input) during flight.
E: Hyper Ring
- Deploy a ring that increases movement speed of allies that pass through it.
- Cooldown: 16 seconds
- Duration: 6 seconds
- Speed buff duration: 4 seconds
- Travel distance: 12 meters
- Juno shoots a tri-projectile which explodes after contacting the environment or after traveling 12 meters
- A glowing ring forms around the point of explosion which can be grounded or floating in mid air.
- Hyper Ring permeates barriers and environment and can be used on both sides of a wall, ceiling or floor.
- Juno instantly gains the speed boost upon activating the Hyper Ring without needing to pass through it.
- Can be passed through multiple times to reapply the speed buff.
- A glowing ring forms around the point of explosion which can be grounded or floating in mid air.
Q Ultimate: Orbital Ray
- Call down a ray that travels forward, healing allies and increasing their damage.
- Allies receiving the healing and damage buff glow with a blue aura.
- Need to stay within the AoE of the beam which is displayed as a green circle on the ground.
- Orbital Ray and its AoE slowly gradually moves forward from the point of activation allowing Juno’s team to use it aggressively to advance onto the enemy.
Space/Passive Ability: Martian Overboots
- While airborne, press Jump to double jump and hold Jump to hover.
- Her double jump functions similar to Genji’s with the added ability of Echo’s hover passive.
- A powerful combination enabling Juno to take the air at any given moment.
Initial Impressions
Unlike the previous new Support hero Lifeweaver, who is only useful as a healbot, Juno brings a ton of utility to her team. Her damage output and capabilities are similar to Baptiste who weave in bursts of primary fire between his healing shots.
Her only weakness in the damage department is at long ranges her damage becomes rather negligible. Lucio’s speed boost has been a mainstay in every single meta of Overwatch’s lifespan which shows the incredible impact having a second Support option to choose from with a speed boost like Hyper Ring.
A Support hero’s self-sustain and solo survivability have greatly affected their reliability as a strong pick in any team comp due to the fact that Tanks can no longer be consistent in peeling for their backline in the 5v5 format.
Having so many movement and mobility options definitely gives Juno the upper hand in comparison to her fellow Supports. We are definitely expecting Juno to start taking over lobbies in both ranked and pro play, and it looks like we are going to be shifting further into a mobility-focused meta.