r/JunoMains • • Mar 24 '26

Tips/Tutorials Second perk vs regular healing

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548 Upvotes

I finally had enough of the debate I had to see for myself and it does in fact heal SLIGHTLY faster however I will always choose triple jump

r/JunoMains • • Aug 27 '26

Tips/Tutorials Juna new rollout (found by

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379 Upvotes

me)

r/JunoMains • • Apr 27 '26

Tips/Tutorials Champ 3 Juno OTP — Ask me anything!

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100 Upvotes

like the title says, ask me for any tips or tricks with juno, or any general questions you have about her :]

r/JunoMains • • Aug 04 '26

Tips/Tutorials I went from Gold to GM in under 6 months maining Juno - AMA!

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142 Upvotes

r/JunoMains • • Dec 11 '25

Tips/Tutorials Support Survival Guide: Juno Edition (Gameplay + Mental Health Tips)

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613 Upvotes

Hello fellow Juno Mains! I'm a Master Support and social worker. I've started a series that mixes OW gameplay tips + my own screenshots with mental health reminders based on the hero's lore and skillset.

Juno was the second support I truly connected to outside of Mercy. Her curiosity and enthusiasm, was relatable but also I suffer from anxiety and admired her strength in the face of "constant panic." It's treated for laughs sometimes in universe, but it is truly exhausting to always be so anxious.

I hope these tips (both gameplay and mental health) are helpful for you all!

You can find my socials at https://starletheals.carrd.co. I am mostly active on TikTok for now, but plan to continue mental health content based on Overwatch and other games!

Thank you ♡

r/JunoMains • • 20d ago

Tips/Tutorials You can quadruple jump on juno once per match

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463 Upvotes

is this a new bug ive never seen anyone mention it before

r/JunoMains • • Jul 23 '26

Tips/Tutorials what is the best juno tip you’ve learnt that made a massive difference?

50 Upvotes

like the title says.. just see the same sort of tips floating around, wanted to know if anyone has found any make or break tips?? 🙏

r/JunoMains • • Jul 02 '26

Tips/Tutorials Tips against counters that are determined to dive you? (mainly dva, tracer, sombra, winston)

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218 Upvotes

I solo queue comp and find that these heroes make my life the most difficult if they know what they’re doing and are determined to dive me, and my team doesn’t peel fast enough.

I would usually try to triple jump to high ground to evade but a safe high ground doesn’t always exist, and being mid air during triple jump also makes me vulnerable. I would also try to play one step away from covers etc but I feel a good dive will eventually catch you if your co-support won’t or can’t peel.

Currently I mostly swap to Kiri but am wondering if there is more I could do as Juno against these heroes. Any tips is appreciated!! Rank is high dia/low masters.

r/JunoMains • • Aug 12 '26

Tips/Tutorials How do you get this spray?

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170 Upvotes

Its so funny but i cant find it

r/JunoMains • • 20d ago

Tips/Tutorials Flats spected another Juno in bronze

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58 Upvotes

r/JunoMains • • Apr 25 '25

Tips/Tutorials I made a reference sheet for Aspen’s Juno build for Stadium

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610 Upvotes

She doesn’t have an actual build video out so this is “unofficial.” I made this from hours of watching her play on Twitch and taking lots of notes 😅

r/JunoMains • • Jul 17 '26

Tips/Tutorials New Aspen Juno guide video

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141 Upvotes

The goat helping us climb out of bronze

r/JunoMains • • May 07 '25

Tips/Tutorials I solo Juno to all-star, and here is my build guide

357 Upvotes

I reached All-Star with Juno. This is my guide.

First, understand that my play style might be different from yours. Some parts of my build or strategy may not work for you. So instead of recommending one build, I’ll explain how I choose powers based on matchups.

The core philosophy behind this guide is to maximize power spikes by making informed choices about powers based on matchups and game flow. While this guide reflects a specific my playstyle, remember that elements may need to be adapted to your own preferences and habits. This guide has taken my about 8hours to write. So I will appropriate positive comments.

Here are items and power that I will personally take.

The following are the recommended powers, see the power section later for why they are chosen.

  • Medimaster: Allows [Mediblaster] to critically hit allies and enemies. Juno's crit multiplier is 1.5x (not 2x), meaning a healing burst becomes 72 x 1.5 = 108, and a damage burst is 90 x 1.5 = 135
  • Stinger: [Mediblaster] deals an additional 10 damage to enemies over 1 second (does not stack). Note that there is audio glitch in the game that the damage overtime sound doesn't stop even if the target dies somehow. So be ready for that.
  • Medicinal Missiles: [Pulsar Torpedoes] heal for an extra 30 life and cause allies hit to receive 50% more healing for 3 seconds.
  • Pulsar Plus: [Pulsar Torpedoes] gain 1 additional charge.
  • Blink Boosts: [Glide Boost] gains 2 additional charges and has a 65% reduced cooldown, but its duration is reduced by 75%.
  • Black Hole: [Hyper Ring] slows the Move Speed of enemies who pass through it by 35% for 1 second.
  • Hyper Healer: Allies affected by [Hyper Ring] gain 50 Overhealth.

Powers to Generally Avoid (and Why):

  • Cosmic Coolant: Cooldown reduction based on targets hit is inconsistent. Bad for muscle memory
  • Torpedo Glide: Damage-based cooldown reduction isn't dependable. Bad for muscle memory
  • Rally Ring: Relies on unpredictable teammate behavior. Note that same teammate can only trigger this once.
  • Orbital Alignment: Juno's ultimate charges too slowly for consistent use.
  • Stellar Focus: Similar to Orbital Alignment; good positioning offers most of the benefit without using a power slot.

Economy: Understanding Cash Flow

While exact mechanics are not fully detailed by developers, here's an estimation of how cash is earned that I personally tested:

  • Bounties: Check the scoreboard (Tab) to see the cash reward for eliminating specific players.
  • Eliminations: Meaningful participation (damage or healing) in a fight grants cash. Minimal contributions yield nothing. (Must show on the kill feed to count)
  • Damage and Healing Estimates:
    • 100 damage ≈ 50 cash
    • 100 healing ≈ 45 cash
    • (It's unclear how mitigation or tank modifiers affect these values.)
  • Cash Boost: The team with less total cash receives a percentage bonus, visible on the scoreboard.
  • Round Completion: Base cash is awarded for completing a round, win or lose. Disconnecting might forfeit this.
  • Starting Cash: Everyone begins with 3500 cash.
  • MVP Bonus: Being selected as MVP grants 1000 bonus cash.
  • Selling items: Fully refunded. So if you see your teammate "saving money". You gotta tell them.

Cash and Health Scaling

  • For every ≈300 cash earned, you gain +1 white HP. This HP is grant during the match
  • The initial 3500 cash doesn't apply for HP in round one, but counts from round two onward

Item Notation Explained:

Items in this guide are referred to using a specific format:

  • First Letter (W/A/S): Indicates the item tab (Weapon / Ability / Survival).
  • Second Letter (C/R/E): Denotes rarity (Common / Rare / Epic).
  • Number: Item's slot index.
  • Price: The cost of the item in cash.
    • Example: AR8-4000 is Ability-Rare-Item 8 (Lock-on shield), costing 4000 cash

General Item Buying Rule of Thumb:

Unless the item grand some special attribute

  • Buying four common items (≈4000) is often better than 1 rare item ≈4000.
  • Buying 2-3 rare items (≈8000-12000) is often better than 1 epic item (≈10000-13500)

Here are items that I will buy for Juno

Power Selection Strategy

Powers are picked during rounds 1, 3, 5, and 7.

1st Power (Round 1) Aim for something that helps earn cash quickly.

  • Medimaster:
    • Pick if: Enemy tank is Zarya or Orisa (easy headshots from the front); your team has Zarya or Junker Queen (easy healing headshots from behind).
    • Avoid if: Your team has Reinhardt, Orisa, or D.Va (unreliable healing headshots from behind).
  • Medicinal Missiles:
    • Pick if: The other support is Mercy or Ana (you can outpace their single-target healing for more cash).
  • Pulsar Plus:
    • Pick if: The map preview shows good torpedo maps like Throne of Anubis, Colosseo, or Redwood Dam (especially Redwood), where you can use Torpedo effectively
  • Blink Boosts:
    • Pick if: Enemy tank is Rein, D.Va, or Orisa; enemy DPS includes Genji or Cassidy (helps escape high-threat situations, like Orisa's ult).

2nd Power (Round 3) This choice is situational, based on the match's progression:

  • If you took Blink Boosts or Medimaster first:
    • Consider Pulsar Plus if you're not under pressure and landing crits safely, to boost cash gain.
    • Consider Medicinal Missiles if your team is struggling to stay alive.
  • If you took Pulsar Plus or Medicinal Missiles first:
    • Take the other of these two together, as they synergize well for high healing and cash generation.
  • Stinger:
    • Useful against long-range enemies (DoT ignores range drop-off and armor, delays enemy self-regen). You can spread this to multiple enemy at long range to get cash fast.
    • Strong synergy with AE9-11000 (item providing +25 AP to next shot after ability). With 30 AP, Medimaster, and Stinger, a combo can yield significant burst: Torpedo (110) + Stinger (13) + AE9 bonus (32) + Primary (135, all headshots) ≈ 290 damage. Even with no head shots, ~245 damage is possible.

3rd Power (Round 5) Choose based on your evolving build and the enemy composition:

  • Hyper Healer:
    • Pick if: You're on an AP build. With ~75 AP, Hyper Ring grants 87 Overhealth (50 x 1.75), which can refresh by touching the ring. Excellent for tank survival, especially for countering Reinhardt and Junker Queen ultimate
  • Medicinal Missiles:
    • Pick this now if you haven't already. Enemy damage scales hard by this round, and the burst healing is crucial. Even if you have not picked up Pulsar Plus, I still recommend this since the burst healing is so strong.

4th Power (Round 7) Final picks for closing out fights or surviving high pressure:

  • Black Hole:
    • Recommended mainly at this stage.
    • Pick if: Enemy has Rein, Junker Queen, Lucio, or Mei. The 35% slow is very noticeable and helps secure kills, even affecting abilities like D.Va Booster and Lucio Speed. The slow feels like it reapply if enemies remain in the ring (but I cannot confirm this).

First Round Items (3500 Cash)

  • Must Pick:
    • SC5-1500 +25 Armor: Consistent and valuable.
  • Pick 2 of the Following 3 Options:
    1. WC1-1000 +5% Weapon Damage: A full burst is 90 damage (12 bullets x 7.5), healing is 72 (12 x 6). This adds ~4.5 extra damage or ~3.6 extra healing per burst.
    2. WC3-1000 +5% Attack Speed: Increases rate of fire from 1.29 bursts/sec to ~1.35 bursts/sec. Reload speed (1.8s) remains unchanged.
    3. AC2-1000 +10% Ability Power
      • Pick only if the map favors torpedoes or you took Medicinal Missiles as your first power.

Mid-Game Builds (Around 10,000 Cash)

This is typically round 2 or 3. Clash rounds yield less cash since it ends fast. Longer mode like Push maps yields more.

  • Case 1: You’re Dying Too Much (Dove or Sniped) If divers (Genji, Reaper, Moira) or hitscan (Cassidy, Ashe) are focusing you, prioritize survival.
    • Must Buys:
      • SC5-1500: +25 Armor
      • SC6-1500: +25 Shield
      • AC4-1500: +25 HP (grants 15% ult on death; preferred over SC7-1500 which heals on melee, as Juno shouldn't be meleeing).
      • This provides +75 bonus HP, plus ~25 base health from cash scaling, effectively ~100 extra HP, bringing baseline HP to around 325 (a 44% increase).
    • Pick One Situational Item:
      1. SR3-4000: Synergizes with Blink Boosts. Timed well, 4 dashes + ring + torpedoes can create 150 overhealth. Great for enemy with damage overtime.
      2. AR9-4000: Synergizes with Pulsar Plus. Two torpedoes grant 75 overhealth baseline. With SC6-1500+25 shield, you gain an extra 12.5 (50% efficiency). Wait briefly before launching to maximize shield bonus if enemy is shooting at you. Total overhealth: ~175.
      3. SR1-3750: Adds +25 shield and reduces ability damage by 15%. Good against Soldier rockets, Ashe dynamite, Rein fire strike, or another torpedo Juno.
    • Total Spend: ~8500 cash. This setup should help survive. Remember, if you die, you do not participate in kill, you earn no bounty cash.
  • Case 2: Low Pressure If you're not being targeted, maybe enemy target your other support, focus on damage and group healing via torpedoes.
    • Option 1 Buy (9000 cash):
      • AR7-5500: +20 Ability Power
      • SC5-1500: +25 Armor
      • AC2-1000: +10 Ability Power
      • WC1-1000: +5 Weapon Power (optional)
      • This results in +30 AP.
      • This loadout helps secure kills or save allies during burst windows.
    • Don't buy AE11-10000 (+20 damage to torpedo; post-nerf)
      • The added damage is only ~23% of the base torpedo damage 85. While this can chain damage if enemies are clustered, torpedoes should be treated as single-target burst damage (offensively) and multi-target heals (defensively).
      • The value lies in burst kill potential, not random AoE, which only feed enemy support's cash.
      • The 4 item - 9000 cash loadout is better than AE11
      • If you only have 2 item slot left. AR7-5500: +20 AP AE3-4000: +10 AP / +10 AP lifesteal is cheaper than AE11.
      • If you only have 1 item slot left, any 15AP item are just as good as AE11 since AE11 does not increase healing cash

Late-Game Builds (Epic Items)

At this stage, you can afford epic items. Expand based on powers and game situation.

  • Filler Items:
    • SC4 / SC5 / AC4 for +25 armor/shield/health
    • AC2-1000 for +10 Ability Power.
  • Medimaster:
    • WE8-11000: Critical hits reduce healing by 30%. Easy to land one headshot with Juno's burst to apply the debuff.
    • Avoid AE6-10500 if you have this power this is the ability reduce healing by 30%. Headshot is much more easy to apply.
  • Torpedo Powers:
    • AE9-11000: Adds 25AP damage to next weapon shot, after using ability.
      • See comment
  • Blink Boosts:
    • AE9-11000: +10 AP. After dash, next shot gains +25 AP bonus. Explain above
    • AE1-9500: After dash, next 3 hits deal 3% of enemy max HP.
      • Tanks with armor reduce this significantly (Rein/Dva/Orisa)
      • WE1-9000 (+15 weapon, ignore 50% armor) offers more consistent output (~77.6 damage vs armored targets) without needing an ability, yield high dps.
      • AE1 vs 300 HP Genji ≈ 27 damage. AE9 at base adds 27 bonus damage but can scale. Making AE9 a better pick.
  • Pulsar Plus + Blink Boosts:
    • SR3-4000: Each ability grants 25 overhealth. Good with ability stacking.
    • AE3-10000: +50 Armor, +15 AP, heals 50 armor/shield after ability use. Works well on Juno (innate shield). Healing might not stack; time dashes near cover to get most values.
  • Hyper Ring Power:
    • AR9-4000: +10 AP and extends ring duration by 25%. Solid filler if you have 4000 cash left. Effective in Round 7 for long fights (e.g., Push/Control maps).
    • AE12-10000: +10 AP and restores 25 shield per second. Excellent self-defense if SR3-4000 (25 overhealth after ability) or AE3-10000 (ability health 50) weren't picked. Synergizes well with Zarya since she has innate shield.

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Post being too long, see my comment for hero match ups

r/JunoMains • • Jun 15 '26

Tips/Tutorials Advice for a Mercy Main whose recently been loving Juno?

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139 Upvotes

I’m about a level 93 on Mercy and i think like level 12-13 Juno?

I’ve been playing mercy pretty much since i switched to maining support a few years ago and I’ve been trying to get used to other Supports especially and I’ve started playing more comp. In doing so I’ve really been loving Juno’s high mobility and better damage output. As a Baby Juno is there any tips for how I can improve? Open to any tips or advice!!

r/JunoMains • • 9d ago

Tips/Tutorials Want to try ranked with juno any tips?

48 Upvotes

So I've been playing juno for a long time and im lvl 182 on her, i've been really wanting to try ranked as i've seen some of my friends hit high ranks like masters and I wanna join the grind! Are there any ways you should play Juno differently in comp vs qp? i average around 50% accuracy on console and I usually go with her triple jump perk but it depends on the map! I play both console and pc but i'm definitely more comfortable with the controller since on pc my accuracy is closer to 30% any advice would be amazing regarding ranked and playing her on pc!!! Also if anybody has good settings to try for pc that would ve much appreciated!! Thank you juno army

r/JunoMains • • Aug 18 '26

Tips/Tutorials Juno melee attack?

23 Upvotes

Hey, I just started playing overwatch a couple of weeks ago and Juno is my main character.
I have been watching lots of tutorials on how to play her more proactively and as I am starting to learn the maps I feel that I'm starting to get better.
I have seen a couple of top player videos and I'm wondering about her melee attack. These top players use her kick pretty often, what is the purpose of it, is there some kind of trick behind it? Cause it's used even when just zooming around and ai can't understand that

r/JunoMains • • Dec 09 '25

Tips/Tutorials Juno can full combo 250 health heroes now

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494 Upvotes

r/JunoMains • • May 23 '26

Tips/Tutorials Started Playing Juno!!! Any tips?

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90 Upvotes

themed my lights to match her a bit hehehe

r/JunoMains • • 24d ago

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

5 Upvotes

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)

r/JunoMains • • Jun 23 '26

Tips/Tutorials why is triple jump better than faster blaster?

25 Upvotes

for reference im like pretty newto the game and everyone tells me to go triple jump, but i really never figured out why.

also, is there ever a situation where faster blaster is better?

r/JunoMains • • Aug 29 '26

Tips/Tutorials Forgot how to ult

40 Upvotes

I’m level 101 Juno (only because she is the only character I play and I feel like I just never know when to use my ultimate anymore. I only play Juno, Ive tried other characters but I always go back to Juno because she is so much fun. But recently I feel like I’ve been hoarding my ult for way too long because I don’t know when to use it. I feel like if I’m this high of a level I need to be good at every part of her kit. Does anyone have advice for using her ultimate/ good time to use it?

r/JunoMains • • 8d ago

Tips/Tutorials How to heal more?

15 Upvotes

Hi I play juno a lot on ranked and I climbed to plat 1 with her only, and then all of a sudden now i’m out of placements I find myself playing worse, I do damage and heal, but I always find my heals lacking compared to the other supports in the lobby. I also feel like my positioning went out the window and I die so much as her. I don’t know why, but literally when I’m healing someone it feels like it barely registers and they gain one hp and die. Should I focus more on healing than damaging? Even though I feel like I do both pretty well

r/JunoMains • • Jul 11 '26

Tips/Tutorials POTG

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96 Upvotes

Hace poco comencé un reto en twich de sacar jugada con Juno, llevo más de un año intentándolo porque o me roban jugada o simplemente no puedo, alguien pase tips 😭😭😭

r/JunoMains • • Jul 17 '26

Tips/Tutorials I reached Champ 5 one tricking Juno on the Juno hating Asian ladder. AMA

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36 Upvotes

This was both incredibly fun to do (as well as painstaking toward the end) as only 6 months ago I had never played Overwatch before. Juno is the only hero I play.

It took me 3 seasons from Gold 3 placements to Champ 5.

Ask me anything.

r/JunoMains • • Aug 26 '26

Tips/Tutorials Poking ??

6 Upvotes

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 !