MythicMarksmanNormalNot ranked yet

Janet

Win rate55.7%adjusted
Pick rate0.20%of all slots
Matches198
Small sample

Base statistics

Janet at power level

Health5,100
Attack damage1,500
Attack range4 tilesShort
Reload1.5sNormal
Movement720Normal
Super damage1,200
Super range2.67 tilesVery Short

Attack and Super

Attack

High Note

Damage1,000
Range4 tiles
Super charge17.5%per hit
Reload1.5s
4 tiles of reach
Super

Crescendo

Damage800
Range2.67 tiles
Projectiles7
Super charge16.8%per hit
2.67 tiles of reach

Abilities

Star Power
Stage View

While airborne she reveals a large area of bushes to herself and to her team.

Star Power
Vocal Warm Up

Her attack narrows from wide spread to focused beam faster, so the long-range shot is available sooner.

Gadget
Drop The Bass
18s cooldown

Drops a speaker that damages every enemy in a wide radius each second until it is destroyed.

Gadget
Backstage Pass
16s cooldown

Her next shot launches her backwards over walls, and further the longer she held the attack.

Hypercharge
Magnum Opus
+40% stats while active

Her flight becomes easier to steer, so she can cover more ground before she has to land.

Recommended builds

reviewed 19 Jul 2026
Long coneRecommended build

Open maps where she can hold the distance at which her cone has narrowed into a real hit.

Star PowerStage Viewher cone tightens as it travels, so extending the band she threatens at extends the only range she is strong in
GadgetDrop The Bassanswers the assassin who has closed to where her cone is too wide to matter
GearDamagea narrowed cone is one concentrated hit, not a spread
GearShieldshe is helpless in the air and needs to survive the landing
HyperchargeMagnum Opusa bombing run that covers more of the map than the enemy can walk out of
Bombing runRecommended build

Maps where the Super crossing the whole map matters more than her ground damage.

Star PowerVocal Warm Upshe is a stationary target for the whole flight, so anything that shortens that window is survival
GadgetBackstage Passgives her a way out of whatever she landed on top of
GearHealthshe takes fire while airborne and cannot answer it
GearSuper Chargethe flight is the reason she is on the team
Air raidRecommended build

Heist, where the bombing run crosses the map onto a target that cannot move.

Star PowerStage Viewevery bomb in the run lands on a safe that does not dodge
GadgetDrop The Bassclears the defenders standing between her and the safe before she takes off
GearDamagethe whole run is multiplied on one target
GearSuper Chargea second run usually decides the match
HyperchargeMagnum Opusa longer run means more of it lands on the safe

Janet by trophy range

Trophy range
55.7%198 matches · 114 players

All modes · Every trophy range · 8–20 Jul

A range is the trophy count Janet was actually on when each match was played, so switching it changes which matches are counted — never how strong the evidence has to be.

Playing Janet

reviewed 19 Jul 2026

A marksman whose cone narrows into a single hard hit at distance, and whose Super lifts her into the air to bomb the map.

Early game

Take the fight to maximum range immediately, because up close her attack is a wide, thin cone that loses to almost every brawler she meets.

Positioning

At the back of a long sightline, and never on the frontline: the flight leaves her hovering in place, so she needs a launch point nobody is watching.

Using your Super

The flight is a map-wide attack rather than an escape, so take off from safety and drop on the objective, not on whoever happens to be chasing her.

Common mistakes

  • Fighting inside the range where the cone has not converged and does very little
  • Taking off from the frontline, where she is shot down before the run finishes
  • Bombing a single moving brawler instead of a contested objective
  • Open maps where she can hold the range at which her cone has already tightened
  • Heist, since the bombing run crosses the map onto a target that cannot dodge
  • Against a team packed behind one wall, which the run simply flies over

By mode

Hot Zone

The run lands on a circle the enemy is standing still in by definition.

Heist

A full run into the safe is one of the biggest single contributions in the mode.

Janet skins

9All skins

Balance history

Projectile speed
“Drop the Bass” Gadget cooldown20s18s
Health650500
Super - Damage600800
Damage940980
Shots required to charge Super76