Junker Queen
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Junker Queen
Tankstalwart

Junker Queen

Armed with her axe, Carnage, and her electromagnetic gauntlet, the cutthroat leader of the Junkers is on a mission to rule the world.

Location

Junkertown, Australia

Age

31

Birthday

Jun 14

Hitpoints
Health100%

525

Total HP

525

Abilities

01 / 05

Scattergun

Pump action shotgun.

Perks

Minor Perk Choose 1

Rampant Charge

Rampant Charge

Gain Unstoppable and reduce all cooldowns by 6 seconds when using Rampage.

Battle Shout

Battle Shout

Commanding Shout fully reloads Scatter Gun and increases allied reload speed by 50%.

Major Perk Choose 1

Willy-Willy

Willy-Willy

When recalling Jagged Blade, its radius is increased by 100% and it deals 30 additional impact damage.

Savage Satiation

Savage Satiation

Carnage's impact damage gains 100% lifesteal.

Stadium Powers
Thrill of Battle

Thrill of Battle

Adrenaline Rush also heals allies within 12m for 100% of the amount it heals you.

Royal Bullets

Royal Bullets

Scattergun critical hit applies Wound for 20 damage over 2s.

Twist The Knife

Twist The Knife

Scattergun critical hits extend the duration of all Wounds on the target by 2s.

Blade Parade

Blade Parade

Holding Jagged Blade charges it, increasing its damage up to 75% and projectile speed up to 200%.

Cut 'Em, Gracie!

Cut 'Em, Gracie!

Each enemy hit by Jagged Blade reduces its cooldown by 1s.­ When recalling Jagged Blade, its radius is increased by 100% and deals 30 impact damage.

Merciless Magnetism

Merciless Magnetism

Jagged Blade can crit for 50% bonus damage.­ Jagged Blade's pull strength is increased by 50%. When Jagged Blade crits, this bonus is doubled.

Soaring Stone

Soaring Stone

Carnage becomes a leaping strike if you jump during its cast time.

Chop Chop

Chop Chop

Carnage gains an additional charge but its cooldown reduction per hit is reduced to 1s.

Reckoner's Roar

Reckoner's Roar

Using Commanding Shout Wounds enemies within 10m­ for 30 damage over 3s.

Let's Go Win

Let's Go Win

Elimination reduces the cooldown of Jagged Blade and Commanding Shout by 50%.

Bloodcrazed

Bloodcrazed

Rampage and Carnage gives 15% of Max Life as Overhealth per hit, up to 45%.

Bow Down

Bow Down

While casting Rampage, become Unstoppable and reset all ability cooldowns. Rampage knocks down enemies hit for 1.5s.

Story

A former wastelander, Odessa "Dez" Stone has ruled the squabbling Junker factions for over a decade. Everywhere she goes is her battlefield of choice, every seat is her throne, and everyone on the planet is her subject, whether they know it or not. Her tale of conquest is just beginning...

Wastelander

Wastelander

Young, brash, and confident, Odessa “Dez” Stone was born in a small Outback settlement. As one of six children, she constantly had to fight to prove her dominance. Her mother, a former Australian Liberation Front cell leader, ran the town watch, and her father, also a former ALF member, negotiated trade with the other settlements. Together they taught Dez the rules of the wasteland, how to operate in a group, and how to survive the irradiated Outback. For those living in the shadow of the ruined Australian omnium, the Omnic Crisis never really ended, it just took a different shape. The survivors and descendants of the ALF and the omnics who roamed the outback clashed in an unending battle for land and resources. Dez and her friends learned to fight from a young age, and quickly formed a posse to hunt Wastelander omnics. She used pieces and equipment of her fallen enemies to craft macabre armor and weapons for herself, including a gauntlet that could manipulate electromagnetism.

The reckoning

The reckoning

Every few seasons Junkertown hosts the Reckoning—a boisterous, week-long gathering full of feasting, fighting, and shows of strength. Anyone may publicly challenge the reigning Junker monarch provided they defeat all the other challengers first. It’s the main event of the Reckoning: challengers spend all year training, building ostentatious mechs and weaponry, and cultivating juicy rivalries. In her Reckoning debut, Dez tore through the wall of challengers, leveraging her size and experience in the wastelands to defeat more experienced opponents. Even mechs couldn’t stop her; she took them all down using her weapons and unwavering determination. She fought her way to Mason Howl, the reigning Junker King. Their match was legendary with Dez triumphant in the end. The fight—which was filmed and broadcast throughout the Outback—made her wildly popular overnight. It gave her clout with all the factions, which was exactly what she wanted.

Junker queen

Junker queen

After defeating King Howl, Dez took over Junkertown and set to work uniting the factions, one diplomatic beatdown at a time. In time, the Reckoning even produced a champion of her own: Wrecking Ball. Now, as the Junker Queen, Dez uses her wastelander knowledge to control the Junkers and impose order when necessary, training them to fight the omnic menace. That might mean rewarding a faction leader or taking them down. All in a day’s work.

Junker Queen Strategy Guide

Junker Queen Tips

  1. 1Junker Queen heals by wounding enemies — play aggressively and maintain the frontline pressure that generates Wounded stacks for healing.
  2. 2Throw Jagged Blade and recall it with Rampage to keep Wound stacks refreshing on nearby enemies for sustained bleed damage over the fight.
  3. 3Commanding Shout's speed and health boost enables rapid pushes; time it when your team is already committing so the bonus HP and speed multiplies their effectiveness.
  4. 4Retreating reduces your healing since it comes from dealing damage — Junker Queen is strongest when she holds her ground and brawls rather than cycling in and out.

Tank Overview

Tanks lead by contesting space the rest of the team can't take alone — not by standing still and soaking damage as a wall for allies to hide behind. Pressuring a dangerous angle forces the enemy to respect the threat you represent, which is what actually lets your damage and support operate safely. Tanks generally have large health pools and strong defensive tools, but those exist to let you take space, not to make you a stationary shield. Reading which angle you can hold — and when to pull out — matters far more than constant voice comms with your supports, most of whom are busy triaging the fight rather than actively topping you up.

Positioning

Where you position depends heavily on the tank and the matchup, not a fixed front-to-back rule. Brawl tanks like Reinhardt want to hold a specific angle and pressure it — not simply stand between the enemy and your team. Against dive- or poke-heavy compositions (Orisa, Ramattra, mobile flankers), playing straight front-to-back plays into their strengths and loses on most maps. Track your team's position and disengage before you're isolated, but don't expect your supports to keep you topped up mid-fight — with healing output reduced across the board, most tanks are meant to spend their HP and cooldowns on a trade and recover between fights, not during them.

Strengths

  • +Large health pools and defensive cooldowns that let you contest space other roles can't survive in
  • +Creates space and draws focus fire away from squishier teammates
  • +Ultimate abilities can decisively swing team fights
  • +Presence alone forces the enemy team to play around you, buying space and time for your team

Weaknesses

  • Healing is mostly meant to top you up between fights, not during them — expecting emergency heals mid-fight wastes your supports' resources
  • Overextending solo leads to quick elimination
  • Committing to the wrong angle can cost your HP and cooldowns and swing the fight against your team
  • High-mobility damage heroes can outmaneuver slow tanks
Counters & Matchups