
Free Agent - NA
About Jenos:
Ah Jenos, one of the most picked healers and certainly the only healer than is ever banned lol. He is a support that is capable of amazing passive healing over time and mobility. In the right hand you will be able to aid multiple teammates at the same time which is something that few support characters can say. If you are focused on playing Paladins like a game of chess, thinking about positioning and the optimal play, then Jenos is a great character for you. If played in the right hands you can easily get as many assists as there are kills on your team.
About Me:
I have been playing Jenos since the day he was first released in Paladins open beta. While I haven't played him as much in competitive to call him my main, I would still certainly say he is my best healer as I can boast a total 66.67% win rating with the character and a 2.9 kill to death ratio. In competitive mode, specifically season 3, I have not lost a single match playing Jenos, the Ascended. So I would like to think I know at least enough about him to get by :p
Best Play Style:
Let's be honest, there is really only one build you will actually need. Astral Mark is quite broken and Luminary is the reason that Jenos gets banned most of the time. You would not want to use a Luminary build only if:
1. you are having a hard time staying alive
2. you have another healer on your team
Star Splitter - 108 /0.13s
An automatic carbine that channels the power of the cosmos, dealing 108 damage every 0.13s.
(note: it can be great to poke with Jenos to get some extra damage off, but generally you should be playing for safety and stay hidden since you can heal through walls. Be sure to come out to try to finish off weakened targets, however as Jenos' star splitter is hitscan, you can often catch a kill on an enemy that is running away.)
Astral Mark (7 second cooldown) - 2100 over 10s
Healing
Apply a celestial blessing that passes through obstacles to heal allies for 300 and an additional 180 every 1s for 10s.
(note: as stated before, this is a heal that can be used through walls! Absolutely absurd to be honest. So stay behind cover as often as you can. The longer a healer is alive the harder it will be for your team to die. And dying means losing. A healer's job is to always die last or never at all!)
Void Grip (12 second cooldown) - 360 over 2.5s
Channel gravitational energy, lifting an enemy into the air and dealing 360 damage over 2.5s.
(note: You cannot shoot while using Void Grip, but you can move! So be careful when and where you use it.)
Stellar Wind (2 second cooldown)
Ability
Lower your weapon and start to glide, increasing your movement speed and jump height.
(note: You should be using this ability very often to preposition yourself faster as it has such a low cooldown. The better position you are in the better you will be able to keep track of all the players on the map which is extremely important when you are the one trying to play Paladins like a game of chess.)
Through Time and Space (Ultimate) - 2400
Lock yourself in place, focusing the power of the cosmos to unleash a beam of energy that passes through all obstacles and enemies, dealing 2400 damage.
(note: This ultimate is extremely easy for enemies to move away from as it has a start up time. It is extremely powerful however, in conjunction with Seris, Inara, Raum or any other ult that stun or slows. It is also great used as point pressure and in narrel hallways.)

Astral Cycle
Astral Mark
Increase the duration of Astral Mark by 2s.
Level 5

Retrograde
Astral Mark
Reduce the Cooldown of Astral Mark by 2s.
Level 5

Relativity
Astral Mark
Heal for 120 every 1s for 10s after applying Astral Mark.
Level 3

Cosmic Barrier
Stellar Wind
Reduce your damage taken by 5% while Stellar Wind is active.
Level 1

Star Seeker
Stellar Wind
Increase your air control while using Stellar Wind by 14%.
Level 1

Chronos
Armor
Reduce the Cooldown of all your abilities by 30%.
Level 3

Luminary
Astral Mark
All allies already affected by Astral Mark are Healed for an additional 285 when you use Astral Mark.
Level 1
Using this set you will be able to put Astral mark on 3 teammates. This gives the greatest amount of bonus due to Luminary.
You should primarily be focused on playing safe behind cover as you can heal through walls and get away fairly safely with Stellar Wind. But you only get a 5% damage reduction, so you still want to play on the safer side.

Eclipse
Void Grip
Heal for 250 every 1s while using Void Grip.
Level 5

Inner Peace
Void Grip
Reduce the Cooldown of Void Grip by 6s.
Level 5

Falling Star
Void Grip
Reduce your active Cooldowns by 60% if a victim of your Void Grip dies within 4s of being hit by the ability.
Level 3

Heavenly Pull
Void Grip
Increase the range at which you can use Void Grip by 10%.
Level 1

Cosmic Barrier
Stellar Wind
Reduce your damage taken by 5% while Stellar Wind is active.
Level 1

The Power Cosmeum
Void Grip
Enemies affected by Void Grip are Crippled and take an additional 480 damage over its duration.
Level 1
This build is focused on trapping an enemy with Void Grip for your teammate to follow up on. It is better against characters with great mobility, such as Maeve. You will just need to make sure that you have a teammate who will follow up otherwise you may not kill the target.

Cosmic Barrier
Stellar Wind
Reduce your damage taken by 25% while Stellar Wind is active.
Level 5

Relativity
Astral Mark
Heal for 160 every 1s for 10s after applying Astral Mark.
Level 4

Astral Cycle
Astral Mark
Increase the duration of Astral Mark by 1.6s.
Level 4

Eclipse
Void Grip
Heal for 50 every 1s while using Void Grip.
Level 1

Retrograde
Astral Mark
Reduce the Cooldown of Astral Mark by 0.4s.
Level 1

Chronos
Armor
Reduce the Cooldown of all your abilities by 10%.
Level 1

Haven
Armor
Reduce the Damage you take from Direct and Area of Effect attacks by 6%.
Level 1

Guardian
Armor
Increase the effectiveness of Shields you create by 10%. This does not affect most cards and passives.
Level 1

Luminary
Astral Mark
All allies already affected by Astral Mark are Healed for an additional 285 when you use Astral Mark.
Level 1
This build should be used if you are afraid of getting dove on by multiple enemies. It should help you live no matter what if you position yourself well and choose to back off or go to a teammate at the right time.

Inertia
Weapon
Increase your Reload Speed by 25%.
Level 5

Penumbra
Weapon
Gain 25% Lifesteal.
Level 5

Eclipse
Void Grip
Heal for 50 every 1s while using Void Grip.
Level 1

Cosmic Barrier
Stellar Wind
Reduce your damage taken by 15% while Stellar Wind is active.
Level 3

Falling Star
Void Grip
Reduce your active Cooldowns by 20% if a victim of your Void Grip dies within 4s of being hit by the ability.
Level 1

Binary Star
Weapon
Star Splitter now deals 360 damage every 0.4s, but reduces your maximum Ammo to 15.
Level 1

Level 1

Life Rip
Weapon
Your weapon shots gain +10% Lifesteal.
Level 1

Morale Boost
Armor
Increase your Ultimate charge rate by 10%.
Level 1
You can play this build if your team composition already has a lot of healing on it and you really only need to keep Astral Mark on 1-2 teammates. Pairing it with Skye Healer or any other doubled up healer can be good. It should be more effective to give yourself a higher DPS output than put Astral Mark on a single 3rd person.
Due to Jenos having passive heals, your teammates can still die to burst damage fairly easily. So he can be very good when paired with a character that can heal themself as well.
Since these characters can easily get into the air and become harder for the enemy team to hit, a passive heal, like Jenos' can be still very effective as a complete counter to medium poke damage.
Jenos' ultimate may be hard to hit, but if you pair it up with any of these character you could be landing many more kills.
Inara, Raum, Seris and Mal'Damba all have a form of stun to their ult making it much easier to land Jenos'. While Evie and Grohk have a slow. Strix blind the enemy making them unable to see Jenos' beam so they will be less likely to avoid it. Cassie will let you see opponents through walls so maybe you will find someone who is trapped in a linear hallway. Willow's ultimate may make the opponents look in the sky and not at where your beam is!
The only form of defense these tanks have is their sheild. So even if you heal them with Jenos, you will often not be able to heal them enough with him. Furthermore, when they die from a lack of heals you will just end up feeding the enemy a bit more ultimate charge. Raum could go in this category as well, but thankfully is mobility escape option grants him reduced damage with the right gold card, so generally he would still be able to live as well as his ultimate being strong with Jenos' ultimate. Ying and IO on the other hand, are too much solo healers and dont need a Jenos on their team to play effectively. It would generally be much better to have another tank or DPS instead.