Base Stats
Jubilee enters as a Strategist, but her numbers show a support-damage hybrid rather than a pure backline healer. Her normal attack both heals and damages, and Sparkle Mark turns later hits into team utility through bonus health, healing boost, enemy burst damage, and vulnerability. That makes target selection more important than raw aim alone.
Her 275 Health gives less room for mistakes than shield-heavy Vanguards. Sparking Sprint and orb positioning are therefore survival tools as much as pressure tools. The first-match goal is to learn when to create a mark, when to trigger it, and when to use the speed window to reposition instead of chasing a low-health enemy.
| Field | Official value |
|---|---|
| Role | Strategist |
| Real name | Jubilation Lee |
| Health | 275 |
| Movement Speed | 600 |
| Launch season | Season 9: The Mystery of Thebes |
Ability Table
The abilities below come from the official hero page. Treat the table as a mechanical index, then test feel in-game once the patch is live. A value can be correct and still require timing practice because Jubilee’s strongest moments depend on marks, orb state, and whether allies are inside a field when damage begins.
| Ability | Key | Effect | Official numbers |
|---|---|---|---|
| Energy Plasmoids | Left Click | Fires lumikinetic blasts that heal allies and damage enemies, with Sparkle Mark triggers enabling faster, no-energy firing. | 8/s fire rate, 200m/s projectile speed, 10 damage per hit, 14 healing per hit, 48 energy. |
| Blooming Ball | Right Click | Launches a tracking vampiric orb that damages enemies and heals allies in its radius. | Orb can be charged by hits and manually recalled. |
| Sparking Sprint | Shift | Wraps Jubilee in vampiric energy for movement, jump, and attack-speed pressure. | 40% speed boost, 12 maximum energy, 4/s energy cost, 4s cooldown. |
| Dazzling Detonation | E | Detonates a firework orb for area damage and blind, or transfers energy to an ally for healing and speed. | 12s cooldown, 50 damage, 1.5s blind, 10% vulnerability for 3s, 65 one-time healing. |
| Sparkle Mark | Passive | Marks from Dazzling Detonation and Firework Finale can be detonated by Energy Plasmoids. | 50 Bonus Health to allies, 20% healing boost for 3s, 25 one-time damage to enemies. |
| Firework Finale | Q | Creates outward-flying firework clusters, a damage/healing field, knockback, and launch-up pressure. | 5500 energy, 10s duration, 20/s field damage, 150/s field healing, 5 clusters. |
| Hellfire Sparks | Passive Team-Up | Attack-speed boosts transform Energy Plasmoids into hitscan; The Hood enhanced effect sustains the form. | 5 damage per use, 6.5 healing per use, 2 self-heal per shot. |
| Vampiric Kin | C Team-Up | Deploys a 12m Vampiric Field; Blade enhanced effect adds continuous healing. | 15s cooldown, 6s duration, 25% lifesteal, enhanced 25/s healing over time. |
Energy Plasmoids
Fires lumikinetic blasts that heal allies and damage enemies, with Sparkle Mark triggers enabling faster, no-energy firing.
Blooming Ball
Launches a tracking vampiric orb that damages enemies and heals allies in its radius.
Sparking Sprint
Wraps Jubilee in vampiric energy for movement, jump, and attack-speed pressure.
Dazzling Detonation
Detonates a firework orb for area damage and blind, or transfers energy to an ally for healing and speed.
Sparkle Mark
Marks from Dazzling Detonation and Firework Finale can be detonated by Energy Plasmoids.
Firework Finale
Creates outward-flying firework clusters, a damage/healing field, knockback, and launch-up pressure.
Hellfire Sparks
Attack-speed boosts transform Energy Plasmoids into hitscan; The Hood enhanced effect sustains the form.
Vampiric Kin
Deploys a 12m Vampiric Field; Blade enhanced effect adds continuous healing.
First Match Plan
Open with Energy Plasmoids as the baseline test. If you can keep allies in line of sight while tagging enemies, you are already getting value from the dual heal-damage profile. Do not spend Sparking Sprint only as a chase button; it is also the cleanest way to exit pressure before 275 Health becomes a liability.
Use Blooming Ball and Dazzling Detonation as setup pieces. The orb can build value around a fight area, while Dazzling Detonation supplies blind, vulnerability, healing, and speed when transferred correctly. The mark loop matters because Sparkle Mark adds bonus health and healing boost to allies while punishing enemies with burst damage.
Save Firework Finale for clustered fights where the 10-second field duration has space to work. The official numbers show heavy healing at 150 per second in the spell field, but a poorly timed ultimate away from allies wastes the part of the kit that justifies picking a Strategist slot.