
Counters and synergies
Higher is stronger on every card. Ratings show how lopsided the matchup is, from 7 to 10 for a hard counter and 3 to 6 for a soft one.
Beats Jubilee
Black PantherDuelist
Black Panther reaches the backline before Jubilee can be peeled off, and Jubilee loses the close-range fight.
Cloak & DaggerStrategistour note
Jubilee heals by landing Energy Plasmoids on her allies, and Cloak's Terror Cape obstructs sight past 10m, so a blinded Jubilee cannot land what keeps her team alive.
Spider-ManDuelist
Spider-Man reaches the backline before Jubilee can be peeled off, and Jubilee loses the close-range fight.
MagikDuelist
Magik reaches the backline before Jubilee can be peeled off, and Jubilee loses the close-range fight.
Black CatDuelist
Black Cat reaches the backline before Jubilee can be peeled off, and Jubilee loses the close-range fight.
Jubilee beats these
Devil DinosaurVanguardour note
A body that size keeps her orb charged while it heals the Bleed off her team.
Peni ParkerVanguardour note
The orb charges by hitting targets near it, and a nest gives it a target that never moves.
The PunisherDuelistour note
Turret mode roots him next to an orb that damages and heals at the same time.
WolverineDuelistour note
Jubilee's Sparking Sprint gives her the speed and jump height to leave his leap, and the orb keeps damaging where he lands.
Star-LordDuelist
Jubilee heals back what the trade costs, so Star-Lord has to win it outright and cannot grind it out.
Playstyle synergy, not win rate
No duo notes for Jubilee yet.
See all duos for JubileeJubilee has 41 mapped matchups on this page, 3 of them heroes who counter Jubilee hard.
The figures in the header: tier, win rate, pick rate and match count are drawn from community match data, across 239,691 recorded matches, and the tier letter is that data's call rather than ours. Pick rate is the share of matches featuring Jubilee. Rank is our ordering of those win rates across the 53 heroes in the snapshot, not a rating we measured. Ban share is the percentage of every ban cast that named Jubilee, in the ranked divisions where the ban phase runs. It is our own figure and not the same as a published ban rate. These win rates are shrunk toward 50% in proportion to sample size at the source, so a rarely played hero reads closer to even than it actually played. A sample, not a census, and not split by rank or mode. The matchup counts above are ours, and the 0 to 10 ratings on every card are matchup lopsidedness rather than a win rate, because we measure nothing ourselves. Statistical data is based on external APIs and publicly available information. It may differ from official data.
Highest win rate alongside Jubilee, whether or not they share a Team-Up.
Put Jubilee on a team with any of these and the pair unlocks an extra ability. That is a game mechanic rather than a reading of the numbers.
The HoodVanguard
HELLFIRE SPARKS
When teaming up with The Hood, the Void Magic Mark is never cleared, allowing her to indefinitely sustain the hitscan attack form.
56.8%across 86,145 matches
GambitStrategist
SPARKLING STAFF
When teaming up with Jubilee, both Bayou Bashand Big Easy Impactgain an additional Continuous Healingaura.
51.7%across 29,006 matches
Scarlet WitchDuelist
HEX FIREWORKS
When teaming up with Jubilee, Scarlet Witch receives constant healing from the firework energy while using Mystic Projection.
53.6%across 17,920 matches
BladeDuelist
VAMPIRIC KIN
When teaming up with Blade, allies inside the field receive an additional Continuous Healing effect.
56.3%across 11,646 matches
Human TorchDuelist
FIERY SPARKS
When teaming up with Jubilee, successfully landing a Firework Spark on an enemy grants Human Torch Bonus Health.
58.7%across 10,327 matches
Best allies per hero, ranked by how often teams won with both on the field. Win rates are shrunk toward 50% by sample size at the source, because duo samples are far thinner than solo ones. This is not the same as a Team-Up, which is a specific ability a pair unlocks. A Team-Up is a game mechanic: these two heroes on one team unlock an extra ability. The win rate is how often teams containing both won, which is not the same as how much the Team-Up itself contributed. Match data as of Aug 31, 2026. Which heroes pair, and what the ability is called, come from the game itself. Team-Ups are reshuffled between seasons, so this list is refreshed rather than written once.
Ban suggestions
Highest expected impact: heroes that beat Jubilee hard and that the ladder already spends its bans on, so you are not the only person treating them as a problem.
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Counter rating is how lopsided that hero is against Jubilee, 7 to 10 for a hard counter and 3 to 6 for a soft one. It comes from this site's matchup data.
Ban share is the percentage of every ban that named that hero, counted across the ranked divisions where the ban phase runs, so it does not describe lower divisions or Quick Play. Ban counts are drawn from community match data, as of Aug 31, 2026. It sums to 100% across the roster, so 9% means roughly one ban in eleven. Declined bans are not counted. Combined multiplies the counter rating by the ban share, after damping the share so the most banned hero on the roster cannot swamp a genuinely bad matchup. A hero has to both answer Jubilee and be someone the ladder already treats as a problem.
Why bans and not pick rate: a ban is chosen before the match and on purpose, which makes it the cleanest signal that a hero is considered a problem. It is also the same question this panel is asking. This is our own figure, not the same as a published ban rate, so the two will not match.
Where Jubilee actually performs. Bars above the average line are green, below it red.
17 maps with enough recorded matches, which is not necessarily every map in the game. One row per map, averaged across its modes by match volume. The scale is zoomed to the data, so read the axis. Win rates are shrunk toward 50% by sample size at the source, so a thinly played map reads closer to even than it played., as of Aug 31, 2026.
How Jubilee holds up as lobbies get better. They lose 1.6 points from Bronze to Celestial+.
Bars above the 50% line are green, below it red. The scale is zoomed to the data, so read the axis. Divisions marked with an asterisk are faded because the sample is thin, and their win rate can swing on a handful of matches. Higher divisions always have far fewer matches than Bronze, and win rates are shrunk toward 50% by sample size at the source, which flattens the thinnest divisions further., as of Aug 31, 2026.
The boxes above show the top three per role. This is the full picture for Jubilee, strongest first.
Black Panther is the strongest answer to Jubilee right now, rated 7 out of 10. Black Panther reaches the backline before Jubilee can be peeled off, and Jubilee loses the close-range fight.
Jubilee punishes Devil Dinosaur hardest, rated 8 out of 10. A body that size keeps her orb charged while it heals the Bleed off her team.
Jubilee sits at a 50.6% win rate and shows up in 69.8% of matches. Read that as a shape rather than a verdict: 3 heroes counter them hard, and 21 matchups go their way. The win rate is community match data. These win rates are shrunk toward 50% in proportion to sample size at the source, so a rarely played hero reads closer to even than it actually played. The B tier letter is that data's call, not ours, and the rank is our ordering of those win rates rather than a rating we measured. Statistical data is based on external APIs and publicly available information. It may differ from official data.