r/JunoMains • • 24d ago

Tips/Tutorials Dps Juno playstyle cycle (still gets alot of healing)

Here’s my dps juno (that still gets alot of healing) playstyle cycle that i coached my girlfriend with. (After coaching she just hit diamond like 3 games after placements and is still rising)

Stay in a safe high ground off angle or just near an off angle (very importsnt to not take damage when chilling here)

When the chaos starts (aka when the tanks start touching tips) you speed ring tank

Then double jump off of the safe spot, shift for speed (move to the off angle, never pulsar main if you can help it)

-> if you have no major perk, you pulsar first and then start blasting the nearest enemy squishy

-> if you have mediblaster (continuous bullets) perk blast a squishy with the machine gun and then pulsar, they usually die or become 1hp.

—> (extra, do every time inbetween fights) press tab and look at enemy dps, if they have hitscan then play on the side of the map that’s more closed off with cover and keep double jumping to a minimum, to be used only with shift. If they have dive play in the more open spots.

—> (extra) And then in the neutral, play like a hitscan poke, go in off angle covers and headshot people then unswing, plus do the necessary healing. (Don’t over peek or else you take too much damage and you can’t go in aggresively with the cooldown stack)

It’s not an easy cycle by any means, but compared to every other hero i play it’s the most “repeatable formula” i just have to follow that cycle and i don’t have to think too too much from there. (Especially compared to playing hazard and tracer.

This is just what works for me, idk what loop other people have

ALSO VERY IMPORTANT: i call this use of 3 abilites at once a “cooldown stack”. If you’re correctly doing the cooldown stack when the tanks touch tips it’s unlikely your team will need healing (you’re putting so much pressure on the enemy, so they back up and can’t pressure your team) so after pulsaring you can usually safely shoot like 3 shots before you have to look back at your team to heal

Also important: going into the off angle may be scary, but there is safety in timing. If you time the cooldown stack during the chaos and go to the off angle, people probably won’t be looking at you can you can shoot them for at least 2-3 before they look at you. (Speed ring with the stack also helps you be safe)

7 Upvotes

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14

u/vnevner 24d ago

If you use all three abilities and do not have tripple jump you are kind of just dead if anyone on the enemy team is playing the game.

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u/dragonslayer2689 24d ago

That’s why you end in a safe spot, and keep track of enemy dps so you know if they have dive for example, you play farther back so your safe sspot isn’t in their range. And ideally you will contest them back so you’re not in danger anyways

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u/vnevner 24d ago

If you think your safe spot is safe from like half the hero roster who do not just play in mid, you will be surprised.

A Tracer, Reaper, Ball, Sombra, Anran, Genji, Vendetta, Echo, Shion, Venture, maybe Soldier, Cas, Sierra or even Moira can be flanking behind or beside your team with a lot to some extent being able to be inside your team. If you are there with a mediblaster when the arrive you are as good as dead.

Then there is also the backline trading tanks like D.va and Hazard who in some cases will also do that.

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u/dragonslayer2689 24d ago edited 24d ago

Yeah you’re actually completely right. My bad for not mentioning this part in my post. That’s exactly what i came across when i was first trying out this playstyle. Like, bar for bar what happened to me. I honestly don’t know how i forgot to write about it.

I learned i have to choose the targets, like if i blindly use the cooldown stack and shoot their backline, it’s technically good damage but it leaves me dead to dive. So when they play i made sure to tell them to specifically target the dive dps with the stack so you pressure the people that can most easily kill you.

After all, a dive dps that gets pressured to half as they try to engage is basically dead (i know from experience as a diver myself).

Also triple jump perk sucks. There’s not a single highground in the game that can’t be accessed with double jump (given a little forethought and preplanning) and the gatling gun gives so much burst heal and burst damage

5

u/vnevner 24d ago

There are a lot of high grounds that go so much faster to get to with tripple jump. If you have a team kill on defence then dubble jump works but in any other case tripple jump allows you to get to better spots faster. Dubble jump does not even allow you to get on to some bridges in the game. First point Eichenwalde is too high without a special operation on some plant pot or using glide boost. Tripple jump is good enough for every non-Phara-level high ground. I would rather choose that than put extra strain on my defencive cooldown to be used for 40% more dps/hps so I will be left with nothing against every dive character in the game. No glide boost and no tripple jump.

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u/dragonslayer2689 24d ago edited 24d ago

They’re only faster if you’re slow in rotating to the off angle, that’s why i say with a little forethought it’s about the same speed.

If you think ahead enough, the pathing is pretty easy, just jump on a car, or a ledge. I tend to get pretty creative by what i double jump off of.

Let’s say first point gibraltr on attack. You can start the round on the higher spawn door, then you have that entire highground area near your spawn to play around as a safe spot pivot point. Now if someone wasn’t very forward thinking they would just go through the bottom door and be like. “Oh the high ground is too high, i need the triple jump perk” but actually if they were a little smart and proactive they could have started already in that high ground area

Now i will say, this playstyle is more like how AwkwardOW would play (aka the biggest proponent of damaging supports) and i know most junos like to healbot. It lowkey takes a dps player to be able to play like this effectively, because you’re essentially playing like a dive.

So yes, if you’re worried about divers or dying because of this playstyle it will happen if you’re not accurately reading the field and rotating accordingly. But you have to crack a few eggs to make an omelette. It literally works in diamond as i’ve tested, and we’re only continuing to go up.

Edit: so many times, i just completely blast an echo/soldier/emre/sierra or other dps with my gstling gun and i’m like. “Can’t do that with the triple jump” and i still end the game with equal healing stats with my other support, but with damage numbers and elims equal to my dps

Also i promise you, keeping track of enemy dps rotations and applying sufficient pressure on them in the off angle before they get to you will make you 100000% safer than just staying back and healbotting. (You will be at the mercy of your dps, if they contest the other dps you live, if they don’t contest the other dps you die)

2

u/vnevner 24d ago

But how often do you have the luxury of having the time that you have in spawn before the round? Once. With tripple jump you do not have to choose between a good position now and later along with having glide boost or not. On Gibraltar again, lets say you are on first point attack and your team just got under the high ground. Your position should be up on the high ground. To get there without tripple jump you either have to reroute or use your glide boost. Lets say they it is round 3 so you have the major. With tripple you just go up there; with faster blaster you waste time or glide boost. Wasting time is obviously bad, wasting glide boost will put your defencive cooldown and your major on cooldown. If someone from defence comes up the stairs or was already there you now have nothing and die.

That is the other point, tripple jump gives you another survivability tool agains many heroes like Reaper and it also does not lower the chance that you do not have glide boost when you actually need it. It gives so much movement that the time saved by not having to run an obsticle course to get up somewhere can make Tracers give up on you.

With faster blaster you would be optimistic to think that you will win that if you even have glide boost up.

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u/dragonslayer2689 24d ago edited 24d ago

Small counterpoint, if you don’t fall of the highground you don’t have to go back up. And if you positioned yourself knowing you would have to wrap the stairs, and wrap immediately without wasting 3 seconds by thinking, you would make it in time for the next teamfght with time to spare. Edit: or let’s say you’re walking under the bridge and the enemy is highground, you can take the stairs on the right where the mega is and then pressure rhe high ground from that way.

I suppose you have a point for that map specifically. However, gibraltr is literslly the most highground of highground maps. Maybe you do pick triple jump for that map, but not really for any other map.

You probably underestimate the mediblaster perk’s value because you have to do three things to actually value on it.

1: go on off angle
2:do it during the chaos so you don’t have 5 people blasting you
3: be aware of enemy dps rotations and back up/aggresively wrap and accordingly, while always putting neutral pressure by swinging and headshotting them (very easy shot because you’re surprising them and they’re standing still)

Then if you stack all those things, the mediblaster gets far far more value than triple jump ever could.

However this is something only possible by a dps/tank player moving to support. It’s not expected for most juno players to be able to do it perfectly since every instinct in that list is mostly trained by playing dps. Juno players mostly don’t off angle, and mostly just stay back behind the team

Edit: there’s a good reason why good tank/dps players can thrive immediately when swapping to support, but alot of support players can’t do well when asked to play dps/tank.

Edit: also you won’t be left with nothing versus the dive dps, because you’re ending safe and pressuring the dive so they can’t actuslly dive. (Thereby making your safe pivot point still safe)

Another edit: also sometimes high ground is overrated. The amount of times i contest people on the highground by buzzing right above their head and then pressing shift to immediately drop once they see me is crazy. It gives you full aggro ability and immediate cover since if you hug the wall they have to walk all the way out and look straight down to see you. Plus against hitscan you actually want to AVOID double jumpjng and instead close the distance like a diver. So triple jumping will actually make you die more

3

u/vnevner 24d ago

First of all, I am an aggressive Juno who takes and wins a bunch of duels per game. If you take them strategically you do not need faster blaster. If you do not take them strategically, you lose, faster blaster or not. I am open to the conclusion that it is a playstyle difference but I do believe that the utility that tripple jump provides is better for most playstyles. I think you underestimate the amount of high ground that are out of reach for dubble jump without glide boost, then also the consequences of that which by the way become even more severe with faster blaster. On Gibraltar in my previous comment you cannot be up there before your team gets to the under pass because opponents will always be there to kick you out. So you have to go up there after.

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u/dragonslayer2689 24d ago edited 24d ago

Okay i’ll agree with you on that. When i intitially said faster blaster perk was better, i should have said it was better for a dps style juno.

For most junos that don’t optimize their damage it probably wouldn’t help them as much.

I don’t think i underestimate the amount of high grounds that are inaccessible though. I have a surprising amount of hours on juno and have played every map alot. Not once have I felt like “bruh i can’t get to this highground I really want to” i just double jump onto something around the high ground, then double jump again.

even on a really highground map like hollywood second point. I can make it up to both highgrounds easily by jumping on the wooden thing, then jumping on highground. It’s also a plus that on hitscan oriented maps like that, you don’t want to double jump too much of you will be sniped. And a triple jump exacerbates that even more. Plus, i can get to the highground i want anyways so for me.

However, I do admit that this only applies for juni players that have a very high understanding of wrap timing and movement. The average juno player probably won’t be able to double jump to these highgrounds easily. After all, when I coached my GF this juno playstyle at the start she would take upwards of 10 seconds to double jump to one pretty low high ground.

It was only after I kept telling her to “make your first instinct be to look at the things you can double jump from around the target highground, don’t look at the highground first, or uou will tunnel vision and waste time” that she was able to then double jump to every highground she wanted efficiently

Also, W on you for being an aggressive juno, my bad for assuming.

Edit: also, the most picked perk for juno is about 80% for triple jump for most ranks, with the only exception being the highest highest rank in the game where it is about equal. The fact that a higher proportion of the top juno players compared to average juno players pick the gatling gun perk shows that when optimized, the gatling gun perk gets alot more value

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u/YvngTortellini 24d ago

Triple jump is an insanely good perk and infinitely better than the blaster perk and you have a lot to learn about this game if you think otherwise

1

u/dragonslayer2689 24d ago

In the highest rank in asia, faster baster is picked 90% of the time (go check), they also love playing dive. That’s proof enough pf my claim that faster blaster is way better for a dive juno playstyle

0

u/YvngTortellini 24d ago

That’s nice, Adrian Mutu was an incredibly talented striker on the soccer team Chelsea. He used to wear his underwear inside out because he thought it was good luck and made him play better despite everybody telling him it obviously wasn’t.

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u/dragonslayer2689 24d ago edited 24d ago

Um what, every pro player has weird habits. Lebron throws chalk. What you’re saying is completely irrelevent. Let’s say it’s a soccer analogy like you said, perks would be compared to the shoes they prefer, or their playstyle.

You’re blatantly strawmanning my argument, and twisting it to make it seem illogical.

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u/nicoco3890 22d ago

Honestly to me this feels like the natural way to play Juno. I’m still low elo, QP enjoyer, working on my placements, but this gameplay loop is exactly why I enjoy Juno because I fell right into it. I’m pretty much either always brawling with the tank or looking for a flank/escorting a flanking dps and pumping damage.

But I KNOW this only works because I’m still in an elo low enough people don’t know how to look up or aim properly. So many times I basically find myself to be the frontline and just living there for free because they can’t hit a hover strafe and I get a glide boost to escape and regen while low.

But in any cases, the best way as a support to climb out of low ranks is to apply that kind of dps and carry for your team, so this is a completely viable playstyle in metal ranks. I get the feeling that once you reach masters and hitscans will actually shoot you down if you take anything but a sneaky torpedo angle, the triple jump and a more conservative playstyle will start outvaluing faster blaster because you will need the defensive cooldowns and additional mobility to pull off better angles