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OverwatchOverwatch Juno Guide and Overview

In this Overwatch Juno guide, you'll learn the fundamentals of their abilities, unique play styles, and fundamental tips. Master ability combos, positioning, and matchup knowledge to dominate with Anran!

Lifeweaver Overview

Overwatch’s first flying Support hero, Juno, arrives from orbit armed with her versatile Mediblaster! With both self and team mobility abilities, she helps her team quickly move around the map and rush down the enemy team. Equally effective in damage and healing, all her abilities can be used defensively or offensively.

She brings the most value to her team when positioned close enough to her Tank to deploy Hyper Ring in front of them. Rather than having a lot of self-healing, Juno’s mobility, shields, and Pulsar Torpedoes allow her to survive enemy attacks.

TLDR

Play As

  • Use Hyper Ring when you see your tank trying to rush down the enemy team.
  • Juno is vulnerable when flying around and locking on Pulsar Torpedos. Be mindful of enemy hitscan heroes, and stay out of their LoS.
  • Glide Boost is your best defense. Save it to escape enemy flank attacks.

Play Against

  • Keep poking her. Juno can’t heal herself, so she relies on shield regen and the Support heal passive. Even the smallest amount of damage on her restarts the heal timer.
  • All of Juno’s healing requires LoS. Stop her from healing with barriers or by forcing her attention away from her allies through your attacks. 
  • Without Pulsar Torpedoes, Juno struggles to defend herself against high mobility heroes. Get past her team and chase her down.

Strengths And Weaknesses Summarized

  • Mobile AF
  • Lots of team buffs
  • Lock-on projectile
  • Healing and damage fall-off
  • Struggles vs dive
  • No self-healing

Strengths And Weaknesses Explained

Strengths

Highly Mobile

Between Glide Boost, double jump, and Hyper Ring, Juno is one of the most mobile Supports. She can keep up with her team as they move around the map. Her movement also enables her to escape danger and quickly reposition for her own attack.

Team buffs

Juno is the only Support who can give her entire team both damage and speed buffs. Increasing the abilities of an entire team is extremely powerful. She has great utility from the high playmaking potential of Hyper Ring and Orbital Ray.

Lock on projectile

Pulsar Torpedoes are great for a burst of guaranteed healing for your team. They are equally as strong for finishing off low HP enemies. Once locked on, the Torpedoes will even chase around corners.

Weaknesses

Severe healing and damage fall off

If Juno finds herself at medium-long range from her teammates or enemy targets, Mediblaster’s healing and damage drops significantly. Although they are a hitscan weapon, she’s not good at pressuring the enemy at long range, or at providing healing to far-away allies.

Struggles in dive metas

Juno is very easy for dive comps to eliminate. She doesn’t have any CC, self-sustain, or invincibility. Additionally, played in a dive team, those heroes don’t Hyper Ring to traverse the map, and they don’t want to stand in place to benefit from Orbital Ray.

No self-healing

While she has some shield health, Juno doesn’t have any means of healing herself like most other Supports do. She’s reliant on her other Support, or has to be able to hide for long enough to activate shield regen.

Lifeweaver Ability Tips

Primary Fire: Mediblaster

Tips for Mediblaster

  • Damage and healing
    • Mediblaster is Juno’s primary source of damage and healing. Focus on healing your team unless everyone is near full health, then focus on attacking.
    • When allies are at full health, Mediblasters pass through instead of being absorbed. Try to line up enemies behind the allies Juno is healing because the moment your ally is at full health, Mediblaster will be damaging the enemy and building ult charge.
  • Stay medium range or closer
    • Because Mediblaster has harsh healing fall off, always try to stay within a medium range to your allies in order to maximize your healing output.
    • Healing fall off begins at 20 meters.

Secondary Fire: Pulsar Torpedoes

Tips for Pulsar Torpedoes

  • Offensive use
    • Always try to lock onto the enemy backline as they are the most difficult for your team to target. Pular Torpedoes is one of the best backline tools to pressure or kill enemy backlines.
    • Don’t always double jump and glide around trying to lock on to more targets. Be mindful of enemy hitscan heroes, and stay out of their LoS or they’ll snipe you out of the air.
  • Maximize lock-on targets
    • It’s generally a good strategy to try and lock onto as many enemies and allies with each use. This generates much more ult charge.
    • High priority targets like low HP allies, or critical enemies, are more important to lock on and fire, than trying to always acquire more targets.
  • Cooldown reset
    • When trying to use offensively, if you don’t find your targets, letting the ability time out without firing will put Pulsar Torpedoes on a short two-second cooldown instead of the full 10 seconds. 

LShift: Glide Boost

Tips for Glide Boost

  • Horizontal movement
    • Glide Boost doesn’t give vertical movement, so make sure to activate it at the height you want to glide at.
    • If the enemy has more melee and short-range heroes, spend more time gliding higher in the air. When they have more ranged and hitscan heroes, staying close to the ground is safer.
  • Escape tool
    • Glide Boost is the only way Juno can escape enemy attacks and flankers. When the enemy has heroes trying to flank or dive you, like D.Va or Genji, try to only use Glide Boost in response to their dive. Using it to just move around will mark Juno as an easy kill until it comes off cooldown again.

E: Hyper Ring

Tips for Hyper Ring

  • Deploy anywhere
    • Hyper Ring 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.
  • Speed Boost out of spawn
    • Juno can deploy Hyper Ring anytime after the “4” in the final five-second countdown to doors open. Doing so helps your team get to the objective first and gets Hyper Ring back faster than waiting until after the doors open. 

Q Ultimate: Orbital Ray

Tips for Orbital Ray

  • Offense or Defense
    • Because Orbital Ray gives both healing over time and a 30% damage boost, it can be used to gain an offensive advantage or defensively to survive enemy Ultimates.
    • If your other Support has a strong defensive ult, like Transendence, look to use your ult more aggressively. 
    • If your other Support has an offensive ult like Nano Boost, it is better to save Orbital Ray for a defensive use.
  • Can’t be blocked or stopped
    • Once Orbital Ray has been activated, it will travel through walls, structures, and barriers. For example, you can activate it in a room next to the objective area, then go around and catch the Ray back on the objective. 
  • AoE
    • Allies receiving the healing and damage buff glow with a blue aura.
    • To get the healing and damage boost, a hero needs to stay within the AoE of the beam which is displayed as a green circle on the ground.

(Passive) [Space]: /Passive Ability: Martian Overboots

Tips for Martian Overboots

  • Extra height
    • The extra height can be useful for setting up Pulsar Torpedoes. Juno can target heroes behind barriers and walls.
    • Juno can double jump, Glide Boost, and hover between high ground areas. Traveling from one high ground to another is important since she often doesn’t jump high enough to make it from ground level.
  • Use sparingly
    • Constantly double jumping, gliding, and hovering in the air makes Juno an easy target. Don’t expose yourself too often or else the enemy will catch on and start picking you off in the air.
  • One double jump per aerial
    • The double jump can be used before, during, or after Glide Boost. Whichever you choose, it can only be used once and only refreshes after landing back on the ground.

Perks

Minor Perks

Familiar Vitals

“Pulsar Torpedoes lock onto allies 35% faster.”

  • Best Minor Perk
    • The only weakness of Pulsar Torpedoes is the time it takes to lock on, then the slow travel speed of the projectile. Teammates sometimes die before the healing arrives. 35% increase for only healing Torpedoes may not sound like a lot, but in critical moments it means the difference between life and death for Juno’s allies.

Re-Boots

“Activating Glide Boost resets Double Jump.”

  • Increase overall vertical mobility
    • Re-Boots can be helpful on maps with very tall high ground areas where Juno can just barely not reach with single, double jump.
  • Counter Perk
    • Against mobility, melee, and close-range enemies, Re-Boots can be the better Minor Perk to choose, because it will help Juno keep distance from her attackers.

Major Perks

Master Blaster

“Mediblaster can crit enemies.”

  • Best for mechanically skilled and aggressive players
    • Being able to deal 50% more damage comes in clutch when dueling enemy heroes. Combined with her mobility, Master Blaster turns Juno into a surprisingly good assassin. If you’re not hitting a good amount of headshots, however, it's not worth taking.


Locked On

“Reduce the cooldown of Pulsar Torpedoes by 1.5 seconds for each enemy hit.”

  • Better for most situations
    • Paired with Familiar Vitals, Locked On greatly increases Juno’s value once unlocked in a match. Getting to use her Torpedoes more often puts extra pressure on the enemy team and builds Ult charge faster.

Maps

The best maps for Juno are flat, have a lot of open space, and encourage fights to be on the objective. Hyper Ring gets the most value when her team needs the extra speed to get to the next objective quickly, or when helping her team flank or rush down the enemy backline. If the enemy can set up on high ground or far from the objective, Hyper Ring’s value decreases. Because Orbital Ray moves in a slow and fixed path, fights that stay in one place also raise its potential. Juno’s horizontal movement is best on flat ground maps and maps with lots of small side rooms she can glide through while evading the enemy.

Best Maps

  • Lijiang Tower
  • New Junk City
  • Hanaoka

Worst Maps

  • Watchpoint: Gibraltar
  • Dorado
  • Numbani

Team Comp Synergies

Coming Soon!

How to Counter Juno

Coming Soon!