"It's over Ana(kin)! I have the high ground!" - Overwatch Junkertown Guide

 

Junkertown has been built over the remnants of omnium destroyed after the explosion incident in Australia, is home to Junkrat and Roadhog, and is ruled by the ruthless ‘Queen’. In this new map, the attacking team has to deliver the payload full of treasure, presents, and bombs to the delivery point for the Queen through the buildings on Junkertown outskirts, and the defending teams has to try to stop them.


Junkertown has a lot of space with both small and large buildings cluttered together on either side of the main path, so it is advantageous for the defending team to stop the payload by taking the higher ground beforehand. On the other hand, the attacking team must get past the enemy defense and try to get ahead by ambushing when possible.


The payload starts at the outskirts of Junkertown, which is a rather open area, but the route gets more narrow as they move past the middle checkpoint towards the inside of Junkertown. Because of this, small skirmishes tend to take place as both teams try to get the best spot that will allow them to gain the advantage in the game. It can get hectic, so players on both sides need the right picks and strategies.


The Scrapyard, the last goal of the map, has many small complex paths that lead to small and big rooms outside of the main route. There is a huge turbine that has four blades going around located in the center of the Scrapyard, and the defending players can get up on the blades to attack.


Deciding how to best allocate their players to push the payload/stop the payload and take over the high ground will be the key to victory for both teams in this map.

 



Place: Ruins of Omnium in Australian Outback

Condition for victory on Attack: Escort the payload to the objective

Condition for victory on Defense: Stop the payload until the time limit

Time limit: 5 minutes

Additional time for the 1st Checkpoint: 2 minutes

■ Additional time for the 2nd Checkpoint: 2 minutes



※ This guide is fairly subjective, and the efficiency may defer depending on player skills and comps.

 


 

▶ Part 1: Spawnroom ~ 1st Checkpoint (Gates)

 

 

◇ Attack


The Attack team will usually be ambushed or under fire from the defending team, who usually stick to the high ground or the spaces between buildings. There are not many buildings in the initial area, but the density increases closer to the 1st checkpoint. This means that teamfights during this phase will happen mainly just before the 1st checkpoint.


However, if the attacking team manages to push the payload little by little, the defending team that has been attacking behind the walls of buildings will have to abandon their positions for new ones. So while the payload moves with either Reinhardt’s or Orisa’s barrier at the front, charging DPS like Genji or Doomfist will have to cut off the defending Heroes hiding inside the buildings or above the ground.


One thing the attacking team will have to keep in mind is that while they’re pushing the payload, the defending team may go around through the buildings and flank from behind. Focusing only on the enemies in front of you will give them room for ambush; stay on guard for enemies coming from behind through the buildings.


If you manage to push the payload near the checkpoint, then you will find yourself in an open area with no place to take shelter from enemy fire. This is one of the few areas where both teams will collide no matter which team has taken over the higher ground. At this point, the spawn room will be far away for the attacking team so extra caution may be needed.

 

▲ Be wary of enemies flanking through the buildings.
▲ The area around the 1st checkpoint is a small open area.

 

◇ Defend


The defending team has a greater structural advantage over the attacking team in Junkertown, and this applies to the area leading up to the 1st checkpoint.


Heroes like Hanzo, Widowmaker, Soldier:76, and Junkrat should take their place on higher ground and open fire to delay the enemy team. Also, playing Torbjörn or Bastion is not a bad idea at all. Supporting allies by hacking the health packs in the buildings with Sombra is another viable trick; Pharah will have a lot of freedom hovering in the air, shooting rockets at the slow-moving enemies.


Once the game begins, the defending team will have to make best use of the structures around them to slow the enemy payload. Watch out for dive comps; keeping control of the higher ground for snipers and DPS may be good, but always be ready to make a run for it if you’re in danger, since the spawn room is far away from the 1st checkpoint. Even if you do retreat, you can always regroup and defend from the next building, as the payload moves along a route with buildings lined up on either sides.


You can always opt for flanking the enemy from behind by going through the buildings. Go behind the enemy payload and cut off their healers to reduce the sustainability of enemy DPS and tanks. If you have Reaper, McCree, Sombra, or Tracer on your team, send them to flank enemies from behind.

 

▲ There are a couple of good spots for opening fire at the oncoming payload.

 


 

▶ Part 2: The 1st Checkpoint (Junkertown Gates) ~ 2nd Checkpoint (Scrapyard Entrance)

 

 

◇ Attack


The Attack team’s charge through this section is quite similar to the last area, but it can be a bit more difficult if you do not take care of the enemies bombarding you from above. This area’s side routes are more complex and the main road is fairly narrow, so if the entire enemy team is up and attacking from above, you’ll have a tough time. Fortunately, the distance to the mid checkpoint is not that far.


Due to the area structures, those pushing the payload on the ground won’t be able to easily attack the enemies on the high ground. If the DPS on the defense team takes position on the elevated areas, the DPS and dive tanks from the attack team should quickly counter them by poking.


If you don’t have Winston, D.Va, or Genji on your team, or any Heroes that can go up 2 stories in an instant, you and your teammates will have to take the path leading to the 2nd floor. This is where it would be best to use Heroes who excell at 1-on-1 combat, like McCree, Reaper, and Roadhog.

 

▲ If the defending team manages to establish a foothold at any of the high ground locations, those from the attacking team on the 1st floor will be showered by their bullets.
▲ There are shortcuts to the upper areas here and there on the map.

 

◇ Defend


This part of the map is reminiscent of the 2nd part of King’s Row, as there are narrow paths and shortcuts between and through the buildings. Also, the success of your defense will depend on how you counter the enemy and what position you take on the map, just like in King’s Row.


As mentioned before, holding the high ground will give you a big advantage and allow you to more easily slow the payload. There are even some spots that allow you to hit the other team without taking much fire. McCree, Soldier: 76, Hanzo, and Junkrat would be good picks for breaking the enemy tank barriers.


Your enemies will attempt to flank you from behind to take the strategical spots from you. Once again, it is important that you stay alive, so don’t hesitate to fall back to a new position if you are in danger. The enemy DPS may come running towards you through the shortcuts, and you can stop them with Heroes like Junkrat and Mei.

 

▲ There are many good spots that allow you to slow or halt the payload.
▲ The entrance to the Scrapyard is also convenient for defense.

 


 

▶ Part 3: The 2nd Checkpoint (Scrapyard Entrance) ~ The Delivery Point 

 

 

◇ Attack


Just like the other area of the map, this area has many structural advantages for the defending team, although there is a large turbine in the center, and the ceiling restricts flying. The route for the payload is rather short, but you will be pressed for time if your team has struggled for a while in the 2nd part of the map.


Even if there is a ceiling, it’s not that low so you will still be able to play Pharah; however, this usually is not a great pick since there are no suitable structures you can use for cover.


The turbine placed in the center has 4 blades going around; these blades are a great spot for the defending team’s DPS to poke from. Poking back is not necessarily difficult, but the spinning of the blades can be inconvenient.


Again, you will need to watch out for enemy flank attacks. By the time you reach the Scrapyard, you are likely to be engaged in a constant exchange of fire from the front and above. If you become too distracted by this, some enemies may easily ambush you via the shortcuts around the turbine area or small rooms on the right side. However, you can somewhat counter this by flanking the enemies above use using Heroes who specialize in 1-on-1 duels.

 

▲ Watch out for any ambush from the shortcuts, which go from the left side of the turbine to the enemy spawn room.
▲ This probably will be where intense team fights will take place, as the delivery point is near the defense team’s spawn room.

 

 

◇ Defend



Just like the previous areas, the defending team will have to keep to the upper areas and poke at enemies, though using the center fan may be a good idea in certain situations.


This turbine will feel similar to the moving platforms in Volskaya Industries. For example, you can surprise your enemies with an ult, or use Torbjörn or Bastion to build turrets on the moving blades.


However, staying on the turbine may not go well when fighting against Heroes that can either jump high or fly, like Winston or D.Va, since the blades do bring you fairly close to the enemy frontline. Therefore, there is no need to struggle to keep that spot, and decide to use it depending on your situation.


Use the small rooms and side paths to flank your enemies from behind. However, you will need to watch out for your enemies coming to cut off your DPS, so playing Heroes good in 1-on-1 battles is recommended.

 

▲ The blades are good spots for poking at the payload from above.
▲ There are many shortcuts ideal for flanking enemies.

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