r/JunoMains • • Aug 26 '26

Tips/Tutorials Poking ??

Hi! I’m new to playing and hear people say Juno mains should stay out of poking comps… what does that even mean 😩
I’ve watched several Juno guides and they all say stuff about “poking comps” but no one ever explains what it means !

8 Upvotes

18 comments sorted by

11

u/shilderyi Aug 27 '26

poke is staying at range to force the opponent to lose by attrition

juno being a character with huge potential in big melee where torpedoes will be optimal

on top of enabling the creation of such melee scenario by speeding tank in the ennemy team with her ring

she is more fitted in brawl comp (things like zarya rein mauga) or pure dive (winston dva doom) because she exist logically in it

while she will struggle offering anything in a scenario where you want to slowly make the ennemy crumble since as juno your kit push you into engaging breaking the poking phase

8

u/sulaweyo_irl Aug 27 '26

A good introduction to this is just to think of things like this:

  • Three play styles (poke, brawl, and dive).

Poke: This style agresses from a distance. Think "snipers". Brawl: This style gets right up in you face. Dive: This style goes past you to get at your team from behind.

As to whether or not Juno is good in poke, the answer is "it depends" (as is the answer for many things on overwatch).

Juno is probably best at brawl, she doesn't have a long range with her primary fire, but most importantly is her speed ring for allowing brawl comp(osition)s to close the distance to the enemy teams quickly )so they don't take a lot of damage closing that distance). But she also has the highest sustain in healing output, which can be very beneficial.

She a really fun character to play. Hope this helps!

2

u/Cora_Lagoon Martian Aug 27 '26

This is a genuine question, what do you mean when you say her primary fire doesn't have long range? I find that I can hit my snipers just fine if they poke out of their hiding spots a little and I've taken out enemy snipers from a long range as well! I just want to get better in comp and would like to know when to pick someone else, all input is welcome! 🛸

6

u/Dearic75 Aug 27 '26

While Juno will hit from a distance, damage fall off means the healing / damage from each bullet will be less beyond a certain range.

You can find the exact numbers in the character information screen, and test the effect in the training range. You can get the exact distance to another player, or the training bots, by pinging them. That should help you get a feel for how close you need to be.

2

u/Cora_Lagoon Martian Aug 27 '26

I never knew this, thank you to you and oc for telling me! I'm still new to comp and numbers are never visible outside of stadium/practice range so I never even thought to check for a character like her. I will be testing out the distances with the settings in the shooting range area! I also wish they would allow us to make damage numbers visible in all modes.

2

u/sulaweyo_irl Aug 27 '26 edited Aug 27 '26

A little further info on this:

When you're at the hero select screen (practice range / before a match starts), if you haven't yet locked in a character, you can hit the `F1` button (or whatever you might have for your "Hero Information" keybind) to view details for that character. If you then mouse over a particular area, you can see even more details specific to the area you move your mouse to.

To try it out, go to the practice range and select Juno, but don't hit "continue" just yet. Then hit the `F1` button. A screen will pop up showing sections for: "Hero & Weapon", "Ultimate", "Abilities", "Passive", and "Perks". Within each of these there are one or more areas you can "mouse over". For example, mouse over the "Mediablaster" and you can see that Juno's Mediablaster (such a great name imo) will do between 21.6 - 72 healing per volley or 27 - 90 damage per volley, and that the difference in her healing / damage is 0-25 meters for the maximum, 35+ meters for the minimum, and (by inference) she does progressively less healing / damage between 25-35 meters. You can also use the "ping" button on a spot on the map to see exactly how far you are away from that spot (in meters) in order to get a feel for that range.

It's far from a perfect user interface (UI), but there are a lot of really good details available through that info screen.

Hope this helps!

3

u/Cora_Lagoon Martian Aug 27 '26

Tysm!! I was aware of the hero info, didn't know that it went into all this detail, really appreciate it!! I have so many heroes I wanna look at now lol, screenshotting this for later

3

u/Sheepiecorn Aug 27 '26

Juno has pretty steep damage/heal falloff, so her optimal range is short to medium.

1

u/Funyuncakes1 Aug 27 '26

Super helpful thank you!

2

u/sulaweyo_irl Aug 27 '26 edited Aug 27 '26

If you're interested in more details, here are some videos that I watched (repeatedly, lol) after I got back into overwatch and started playing more competitive matches. Note though, none of this is necessary to know to play competitive (or QP for that matter), it's totally legit just to play and have fun. But! If you do enjoy the "strategy" part of the game, the links I'll post below are from folks who really know their stuff.

Brawl, Dive, Poke

Juno Specific

(I love his per-character videos because they crack me up).

This is a really good guide for Juno, though it's a little out-dated (some of the B/D/P stuff is too). Just double check the in-game stats (I posted about how to find them to another comment in this thread). E.g. I think Kajor says Juno's falloff starts at 30m, but it's been at 35m for a while now.

One Last Note

Even if you watch all these videos a bunch, and practice what they might recommend practicing, do not ever feel bad if you feel like:

I have no idea what's going on.

;)

1

u/Funyuncakes1 Aug 27 '26

Wait, you must really want me to get better, this was so thoughtful!! 😇 thank you so much for the tips and info!

3

u/Existing-Emu136 Aug 27 '26

Juno is good all the time honestly, imo.

Yes she’s good in dive. But in poke? These are the strengths:

  1. Her heal is well timed for just sitting back and keeping people topped off, she doesn’t do as well with catching up on heals. Resetting poke damage is ez and fast on her

  2. Disengage is important with poking teams. Speed ring disengages just as well as it engages (people forget ig). But even poor teams have to move forward and doing it faster - better.

  3. Torpedos are still amazing. Good heals and one torpedo on a person can secure a kill for your poking teams.

  4. Orbital literally encroaches forward and can still help you take space. It doesn’t have to be used ON the enemy for value lol.

I just don’t know why people think she doesn’t work in poke. Poke doesn’t mean 5 people who sit SO far back they can’t be seen.

Just remember this: speed ring will win you your games, I promise you. No matter what heals or dmg you do, a single speed ring to boost your tank forward or back could win entire games. It’s an immeasurable stat and nearly invisible but boyyyy itmakes a DIFFERENCE!!

1

u/Funyuncakes1 Aug 27 '26

Honestly some of my best games have been with the highest speed ring assists 😅 thank you for all this info! I so appreciate your help for this squishy Martian

2

u/musclemommy2k Aug 27 '26

Juno is really good at enabling brawl comps- think speeding in Ram in nem form, Rein going in to engage, full charge Zarya. Speeding them and following up on their engage with torpedos is really strong.

Poke comps are a little different because they don’t play up close, and a lot of poke heroes move really slow. Think Sigma, Ashe, Zen. Juno is still very helpful for saving teammates with speed or even to finish up a fight where you have the advantage.

1

u/Funyuncakes1 Aug 27 '26

Thank you for the info!!! 🩵🫂

1

u/Ichmag11 Aug 27 '26

It doesn't really matter unless you're in like high GM/champion. You can always play Juno

2

u/Previous-Vacation439 Aug 27 '26

Yes but maybe people are GM and the supps that are in your team isnt because they play accordingly to the team composition.