[[So I've come under some recent flak about something I said in this guide about rarely using jenos auto attack, and though I dont fully retract my statement about it, i do want to admit that when you are winning fights or when you feel it is a safe time to do so, you ofcourse use your auto attack and assist with damage of your own. HOWEVER, in the beginning of rounds especially, when both teams first join in the middle, or when you are down a man, i still feel it imperitive to prioritize heals, grips, and ults while flying with your hover ability instead of doing damage with your main weapon. The damage you will add is miniscule, and it is much more important that you dont give away your position or put yourself in harms way to get sniped or flanked or ulted which will most likely cost you guys the cap. So for the most part i stand by my statement inwhich i said to rarely use your peeshooter, but i want to clarify that ofcourse sometimes you will be shooting and using it, but only when it is relatively safe to do so and you are helping burst down a champion, finish a kill, etc.]]
Also added another update to the bottom of this page which are both more advanced tips for jenos play.
***Be Sure to check the one about Void Grips on Vortex Grip Khans as this is extremely useful information.***
Hello Guru'ists, Your friendly neighborhood Zombie checking in again with another guide for a popular champion.
Jenos finds his way onto ban lists across the board at various levels of play in ranked, but as I grind and grind away at the ranked ladder solo, getting just a few wins away from masters only to go on massive loss streaks (and nearly get pushed out of diamond all together!), I notice alot of players either do not like jenos for heals, or dont understand how he is better than most other healers.
Jenos is easy to play, and I am going to explain how to play him, how to play WITH HIM as your healer, as well as WHY jenos is so good on most teams and most maps.
First off, when you have jenos for healing, if you have any sense about you, your not going to play the same way you would if you had say a grover or a furia etc, for healing. That is because Jenos heals are over time. A long lasting rejuvination buff that also grants you 15% more dmg on all attacks. He cannot burst heal you back to full like some champions can, which means you must play a more passive game, ESPECIALLY if your a tank. Single player mistakes are amplified when you have a jenos on your team, cuz the guy cant burst you to full health if you just missed a charge or a big ult and you are greatly out of position being focused down. Jenos Team Play is a more passive style of play, where you draw the fight out over time, almost like a counter striker in boxing or mma. The core of your team (Tanks and Healers) wants to wait for the enemy to make a mistake and capitalize on that, rather than go balls to the wall and take all the damage straight to the face.
Jenos teams are also damage based, which means, as long as the tanks are playing more passively, your flank and damage can make big plays. The Flank and Damage carries on a jenos team, that is the whole purpose of going jenos. So if your damage and flank are mediocre at best, Jenos may not be your best option. Jenos should pocket the flank and/or damage to give those roles an added edge of healing and damage boons. But this leaves our tanks without a lot of support, which is why they MUST PLAY PASSIVELY, while your flank and damage are now allowed to be more aggressive and confident than they would with a different healer.
I admit, being a tank on a Jenos team kind of sucks because we cant be as aggressive, but its a trade off that allows our dps players to be harder carries.
Now, a lot of people realize that jenos is a good support, even though it seems like he doesnt heal as much as other healers, but they dont know why. I am going to take a look at that right now. As the fight goes on, both teams get cauterize level 3. That leaves both teams not receiving much healing at all from thier healers. But the team with Jenos still has that +15% damage buff. So now, the team with jenos is much better off than they were at Round 1 when neither team had much cauterize. At round 1, we were being out healed, and that was putting us at a disadvantage, but later in the match, we have cauterize level 3, so now the heals arent as much of an issue, but Jenos is still granting a +15% damage buff and spreading it throughout his team, especially as he now also has chronos level 3, pretty much allowing him to give 3-4 people this damage buff and rejuvination. Our whole team is regenerating HP while dealing more damage, while thier teams massive burst healing is no longer as much at play. This is why as the game goes on, Jenos teams get tougher.
RETROGRADE - Level 5
Pretty straight forward, lowers the cooldown on Astral Mark, allowing you to eventually be able to spam it on a majority of the team at all times.
LIGHTYEARS - Level 2
Increases the distance in which you can cast Astral Mark on an ally, helps when your team in spread out or if your trying to reach a flank, remember, you can cast these through walls, obstacles do not hinder Jenos.
ASTRAL CYCLE - Level 3
Increases the Duration of your mark by alittle over an extra second. Allowing your damage boost and healing to continue longer than normal.
HEAVENLY PULL - Level 2
Increases range on void grip by 20%. Void grip is crucial when defending your team vs enemy flanks, as well as trapping enemy players that are out 1) out of position or 2) low on health and attempting to get away
RELATIVITY - Level 3
Heals you when you heal others. Crucial to the build. Allows Jenos to be more tanky and become that undying Jenos that everyone hates. Having this at level pretty much puts an Astral Mark on yourself when you put in on an ally,
and this STACKS. This is why Jenos is so hard to kill, at most times, he has 3 Astral Marks on HIMSELF that stack.
LUMINARY LUMINARY LUMINARY LUMINARY LUMINARY
You should always no matter the composition go Luminary for its damage buffs for the team. There are no exceptions. I was running Luminary back in beta before it was the cool thing to do. People hated it back then, but love it now, and the card itself has never changed. Funny eh?
Now, I could just give you an overly simplified summary of how to play Jenos, as he is that simple, but i will explain to you WHY this over simplified summary works, and how to impliment it as well.
The Over Simplified Summary -
To play Jenos, you literally go to the team fight, stare at a wall, and cast Astral Mark on your teammates.
Thats it! Thats Jenos in a Nutshell. You can cast Astral Mark through walls at a long distance, so Maps like ICE MINE, and TIMBER MILL, really favor Jenos. He can sit back in safety, hiding behind an obstacle near the point, and cast heals.
But it goes a little deeper than that. First off, and MOST important, You want to be SPREADING your heals. If your just sitting back and casting your Astral Mark on the same target over and over, like your tanks, then your not really using Jenos right. Not at all. You want to be spreading your heals to everyone. Astral Mark should ALWAYS be on cooldown. That means you need to be casting it on allies that arent even taking damage yet. Just so that when they start taking damage, they already have your mark on them, and also because when you spread your heals your team gets the most benefit. If you just keep renewing the Rejuvination on the same target over and over, it doesnt get stronger, it stays the same, so hes not really getting much of a benefit from it anyway, except that small 300 hp burst at the front end. No, you need to be putting marks on your damage and flank even if they arent taking damage yet, because soon they will be, and because its giving them a damage buff. ALWAYS ALWAYS be mindful of your damage buff. Your heal isnt just a heal, its a powerful buff that makes flank and damage champions very powerful, and helps them win 1v1's and get picks. If you know you have a carry dpser on your team, one who is greatly effecting the match, he needs to be your pocket. You need to find that champion, and pocket him, he, at priority, should always have a mark on him. Assist him in carrying you to that win.
Second, and this pretty much ties in with the 1st. You need to be putting heals on allies that are already at full health. This keeps your Mark on cooldown, which is what you want, it lasts 10 full seconds. At some point that player will be taking damage, but luckily he will already have a mark on him. Try to have, especially when you start getting chronos higher, 3 Marks up on your team at all times.
Third, POCKET. At the start of each team fight, I put a mark on my flank or dmg right before I know hes about to make his move. He will probably be the first or second person I put a mark on regardless of whats going on when we reach the point. He needs that pocket, it can change the game.
And Lastly, PRIORITIZE. For me, I want to have a mark on my main tank, and one of my dps, at all times. Other than those two, I want to be healing whoever needs it the most. Now when a team fight starts to get hairy, and everyone is taking a lot of damage, i need to prioritize who needs the healing more. Does that champion have his own heal? Or shield that you know he can use at any moment? If so maybe hes not the best target, maybe your main tank needs it more, or that flank in the back that already got a kill but is at 10% HP. Its important to sit back and READ the TEAM FIGHT when your playing jenos. Fuck shooting that little peeshooter. To be honest, i rarely ever use Jenos auto attack unless we are blowing through the enemy. Instead, I use my F to fly around, or just to stand there, it gives you 3rd person vision, which means you can see whats going on around you at all times.
I tell you as a Jenos player, you need to be using your 'F' almost at all times. Yes you cant shoot when your using the floating ability, but you can still cast void grip and astral mark and your ultimate, which is all your really needed for anyway. Dont worry about shooting the peeshooter, floating around in 3rd person vision is more important. You can call out flanks, you can see more of the battle field, you can diagnose problems and react to them with Astral Marks, Void Grips, and your Ultimate.
Also food for thought. The Fall Guy the way Jenos is designed, you can pretty much have a heal up on your entire team except one right? So you alternate your heals and keep everyone up as best you can, keeping one player without a Mark at most times, sometimes two players. Well when fights are starting to get extremely hairy, and everyones low on health and its a close fight. I use a technique I call the fall guy. Which means one of your players your going to have to let die to keep the other ones alive. One player you might not be able to put a mark on in time and you need to keep a different player up instead. Your stuck with that choice between which players is downed and which player continues. When this happens, the answer should always be your Fall Guy. The Fall Guy in my humble opinion, is the OFF TANK. You see your main tank cant die, you know that, or you lose all point presence. And neither of your DPS can die either, because whenever that happens, a majority of the time the enemy will win that team fight. The Fall Guy is your own opinion of who effects the team fight the LEAST out of your remaining players. And in most cases I feel like the offtank is the one who you can allow to take the fall instead of any of the other roles.
The last part of this guide will be the Ultimate. This little tool can be used for a variety of ways and most people already know how to use it. I just want to add that in my opinion one of the best way to use this ultimate is vs a team with a sniper. When the enemy has a strix or kinessa, jenos can snipe him out of existence and get a for sure pick at the start of every round. Save your ultimate, and when you see the enemy strix or kinessa taking shots with thier scope, aim your ult at them and blast them. 95% of the time they CANNOT get out of the way in time. And this is a huge pick. The same goes for Imani on small maps. When you hear her voice line and see the dragon appear out of thin air, take a guess as to where that Imani is standing, and ult in that direction (not at the dragon but at where it came from) and hope you hit her. If you do snipe her, you just saved your entire team, and its easier than it sounds.
Thanks guys wow that was longer than I expected.
[[Update: Advanced Tips]]
1.)Another good time to use a Jenos ultimate is paired with a talus ult. If you have a Talus on your team, and you hear his voice line, you can watch where your ally Talus teleports to and instantly ult that location, weather it be in your vision or through some obstacles, and you will hit Talus's Ult target and secure the finish. This is because when Talus uses his ult on someone, that character is frozen for a second in mid air before the talus pounce. If you get the timing right, this will even kill full HP tanks.
2.)Your Void Grip can be used to cancel alot of your enemies channeling skills or interactive skills, such as Khans grab. If you are playing against a Vortex Grip Khan, or just Khan in general, when you see him lunge forward and grab a teammate, you can void grip him even when he has your teammate in his hands, this will stop the animation and he will not throw nor stun your teammate for the full duration. Khan will literally let your teammate go. This completely negates a Vortex Grip Khan when done correctly. And really pisses people off. It is very similar to gripping a leaping Terminus, or a Ulting Ash. It completely interupts the ability, except with Khan, his skill will still go on cooldown. It is powerful.
You can also Ult a Ulting Khan, as when he has your ally in his grasp he can barely move, perfect time to ult him n save your teammate from certain death.
All allies already affected by Astral Mark are Healed for an additional 285 when you use Astral Mark.
Reduce the Cooldown of Astral Mark by 2s.
Increase the range of Astral Mark by 8%.
Increase the duration of Astral Mark by 1.2000000000000002s.
Increase the range at which you can use Void Grip by 20%.
Applying Astral Mark heals you for 160 Health per second over 10 seconds.
Reduce the Cooldown of all your abilities by 30%.
Increase your Ultimate charge rate by 30%.
Kill to Heal
Getting a kill or elimination heals you for 600 Health, unaffected by Anti-Healing.