Jenos was merely a young monk in search of a greater wisdom and flew among the stars, to collect that wisdom, so he ascended into the heavens, vanishing for years, while his people, waited for him for years and years on. He finally returns to give the wisdom of Cosmos to his people and join the war of the Realm.

Jenos: Abilities & Talents

Star Splitter with Binary Star Legendary in action, Jenos, Paladins
Star Splitter with Binary Star Legendary in action, Jenos, Paladins

By playing Paladins, i noticed a crazy amount of players complaining that they need a better healer than Jenos on their team, and well, Seris is indeed kinda better on single-target-heals, and Furia is surely providing a massive health regeneration. Jenos on the other hand is a “self-sustain” healer that can reach multiple players fast, and by the same way, escape vicious flanks that always aim to kill the healer. He is also an excellent choice for a double-healer team build, as he can follow the flanks and the DPS players, while Seris or Furia is watching the tank on point.

Jenos’ basic weapon attack, is a “Star Splitter”, an “otherworldly” weapon that deals 108 burst damage every 0.13s at medium range. Jenos’ legendary called “Binary Star”, makes Star Splitter to deal 360 damage every 0.4s. And this kind of Jenos, is a Jenos that enemies, especially flanks, should be afraid of.

The Cosmic God healing ability is called “Astral Mark”. Apply a celestial blessing through all obstacles, healing for 220 Health every second for 10 seconds. Two legendary cards support Jenos’ healing ability. “Luminary” legendary card gives any ally that is affected by your Astral Mark 15% more weapon damage. Pretty useful for a damage based team.

Void Grip” gives the enemy a good gravitational energy that lifts him up, dealing up to 360 damage over 2.5s. If the victim manages to move while lifted (characters like Maeve, Lian, Evie etc.) it will interrupt Void Grip. The ability is better used with the “The Power Cosmeum” legendary card, that makes “Void Grip” a “cripple” ability and deals an additional 360 damage over its duration. Better not use this ability if you are not in a well-grouped team.

The best ability of Jenos, if you ask me, is the “Stellar Wind”, which is your “emergency exit” from harsh situations, and helps to reach allies that are not near you faster than the… wind! Jenos lowers his weapon and moves 65% faster and while increasing your jump height, you decrease your fall speed. This ability’s cards can make you more resistant to damage taken, or even to regenerate ammo while using “Stellar Wind”

Through Time and Space ultimate ability, Jenos, Paladins
Through Time and Space ultimate ability, Jenos, Paladins

Jenos vanishes anyone who will stand in front of his ultimate ability, “Through Time and Space” ! Lock yourself in place and gather the power of the cosmos for 1.5s becoming CC immune. Then, unleash your energy in a long range blast that pierces through all obstacles and deals 2400 damage to anyone who is standing in the area of attack. I’ve seen some massive massacres with this ultimate!

Loadouts

The following loadouts are made by me personally, after hours and hours testing combinations. Tried all of them multiple times, and i can tell that worked pretty good, considering I am not playing Jenos as a main.

Talent: Celestial Touch
Role: Healer

This is Jenos to his ultimate healing mode, suggested mostly for Siege and safe-played Ranked games.

  • Cosmic Barrier (3): Gain 5% damage reduction while using Stellar Wind. (15%)
  • Lightyears (2): Increase Astral Mark’s range by 10%. (20%)
  • Astral Cycle (3): Increase the duration of Astral Mark by 0.5s (1.5s)
  • Retrograde (4): Reduce the cooldown of Astral Mark by 0.5s (2s)
  • Relativity (3): Applying Astral Mark heals you for 40 (120) Health per second over 10 seconds

Talent: Binary Star
Role: Damage

This loadout is suggested for a double-heal team. Keeps your Astral Mark cooldown low, so you have no one complain about healing, while you make yourself harder to kill and more dangerous to approach.

  • Relativity (4): Applying Astral Mark heals you for 40 (160) Health per second over 10 seconds
  • Sidereal (2): Weapon attacks reveal enemies to you for 1s. (2s)
  • Cosmic Barrier (4): Gain 5% damage reduction while using Stellar Wind. (20%)
  • Solar Sails (1): Gain 2 ammo per second during stellar wind (2)
  • Retrograde (4): Reduce the cooldown of Astral Mark by 0.5s (2s)

Talent: Luminary
Role: Healer

This loadout fits pretty much any situations, as it boosts allies weapon damage while affected by “Astral Mark”. Fits also well for a double-heal team, as you can follow your DPS and Flank allies to boost their damage up.

  • Cosmic Barrier (3): Gain 5% damage reduction while using Stellar Wind. (15%)
  • Lightyears (2): Increase Astral Mark’s range by 10% (20%)
  • Retrograde (5): Reduce the cooldown of Astral Mark by 0.5s (2.5s)
  • Relativity (4): Applying Astral Mark heals you for 40 (160) Health per second over 10 seconds
  • Falling Star (1): If a victim of Void Grip dies within 4s of being hit by the ability, reduce all active cooldowns by 20% (20%)

Talent: The Power Cosmeum
Role: Damage

This is my least played one, mostly because you need a good communicative team to follow up your catches and kill them as fast as possible. The Power Cosmeum legendary, doesn’t work well to 1v1 fights.

  • Falling Star (1): If a victim of Void Grip dies within 4s of being hit by the ability, reduce all active cooldowns by 20% (20%)
  • Retrograde (4): Reduce the cooldown of Astral Mark by 0.5s (1.5s)
  • Eclipse (3):Enemies affected by Void Grip receive 15% (45%) reduced healing for 3s health over 3s
  • Inner Piece (2): Decrease the cooldown of Void Grip by 1.2s (2.4s)
  • Relativity (5): Applying Astral Mark heals you for 40 (200) Health per second over 10 seconds

Talent: All Talents Apply
Role: Healer/Damage

This loadout is my main healing one, with the addition of the card that weapon shots reveal enemies for a couple of seconds.

  • Relativity (3): Applying Astral Mark heals you for 40 (120) Health per second over 10 seconds
  • Astral Cycle (4): Increase the duration of Astral Mark by 0.5s (2s)
  • Lightyears (2): Increase Astral Mark’s range by 10%. (20%)
  • Retrograde (4): Reduce the cooldown of Astral Mark by 0.5s (1.5s)
  • Sidereal (2): Weapon attacks reveal enemies to you for 1s. (2s)

Feel free to post you own opinions and recommendations on the loadouts. They are more than welcome!

Worked in nightclubs and music events for years. Finally enjoying gaming by exploring anything fun to play. Mostly FPS lover and believes in the emo revival.

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