The best sniping spots for Widowmaker on Junkertown
The sniping spots on Junkertown that all beginner and intermediate Widowmaker players should know. Learn the best places to contribute to the battle.
Check out all the articles in my series about the best sniping spots for Widowmaker:
Hybrid Maps
Assault Maps
Escort Maps
Aim is important, but positioning is the key to victory. As a sniper, having a good aim is indispensable, but knowing the positions from where to shoot without being seen makes the difference between life and death. I analyzed streams, videos, and pros gameplay to compile a list of the best and most used sniping spots.
Positioning when pushing, flanking, and in teamfight. We will have a look at the best placements to push, defend, take part in teamfight, and predict the movements of the enemy Widowmaker - both on offense and defense.
No Grapple shots. A Grapple shot is a scoped headshot performed in mid-air, using Grappling Hook to reach max height and “fly” momentarily. This article is thought for new or intermediate players, and I consider Grapple shots a mechanic for advanced ones. I might prepare a guide on them in the future.
Widowmaker duels. Depending on the situation, bodyshots and a correct use of your SMG (often underestimated) may be crucial, but when facing another Widowmaker you should always attempt to headshot her. We will study the best places to kill her while remaining concealed.
Keep moving. Thanks to Grappling Hook, Widowmaker is a relatively mobile hero - you should exploit this strength to rotate the spots and escape from flankers. Relying too much on the same location could be your ruin.
Note: even if I have explained some placements only from the perspective of the defenders or the attackers, you can use several of them for both purposes.
While explaining the spots, I might use some map callouts: List of all map callouts and credit to their creators.
Beware from mobile. All pictures are optimized, but there are about 120 on this page.
First Point - Attack
I recommend using the spawn exit on the right side as it is the safest one. Use the cistern on your left for cover while checking out if there is a Widowmaker camping next to the silo.
Cafe is the best placement on this part of the map as the attacker Widowmaker. It offers you a clear line of sight on all the high ground positions. On the rooftop there are several objects you can use to hide your body.
From Cafe, you can move to the ground level of Garage. It is a convenient spot to snipe the back lines while your team is moving the payload.
Be aware that some adversaries might camp this position. There is also a big health pack at your disposal.
Alternatively, use the Grappling Hook to jump on Catwalk. It is less safe, but it gives you a better view on the main road.
On the left side of the map, Engine is a very underestimated spot. You can jump on the railings (image 2) and get a solid view on the high ground and the area past the bridge. Your body is almost completely protected from frontal attacks (image 3).
You can reach this area (image 1) next to Apartment via the silo. It can be useful situationally to flank the defenders on the main road.
Once the payload goes past the bridge, you can exploit the high ground on the left (image 3) and right (image 4) side of Apartment for a complete view on the final section of the point.
The ground level of Apartment is also a viable choice. Both the right (image 1) and the left side (image 2) work well, but I like the latter in particular to deal with the Widowmaker camping on the opposite high grounds.
Coast and the adjacent area have a multitude of hiding spots. I suggest looking at the map callouts to not get lost with the names.
In the first two pictures, I am on the right and left side of Car.
In the remaining images, I am behind Van. This is an exceptional spot to kill any hero on the high grounds as you are barely visible (image 3) from their perspective.
Pillar (images 1 and 2) is also a great and underestimated placement. It gives you a good view on the high grounds and the entrance on the right (which is the most used one).
In the final image, I am on the high ground of Top Door. It is a riskier placement but it may work well for a few kills.
You won’t use these spots often, but I wanted to spotlight them.
The first one is at the very edge of Coast. You can deal with any opponent on the three high grounds as no one expects a hero placed here.
In the third image, I am next to Cinema. Your field of view is very limited, but it can be an option to kill any support hero on the ground level.
First Point - Defense
Jump on the rock next to the silo and use this side view for a quick kill at the start of the match.
Garage is also a practical starting position because you have vision on the main spawn exit. There is a car to hide your body and a big health pack.
Alternatively, Catwalk is also a potential location, but I do not recommend it because it is too open and visible.
There are several positions you can exploit to defend this first section of the map.
Some examples on the high ground:
Apartment (image 1).
I am using the metal plate on Bridge for Cover (image 2). It is a decent option to kill the enemy Widowmaker on Cafe.
In the remaining pictures, I am on Balcony. They offer pretty much the same line of sight, but the last one hides you from any attacker on Cafe and Engine.
The ground level of Apartment is also a possible option to protect the main road.
Moving on the second area of the point, there are three high grounds at your disposal.
Window (image 1), Ledge (images 2 and 3), and Top Door (image 4) are all strong placements that provide a great view on the space below. Rotate among them as the enemies will try to kill you once they discover your position.
Ledge is the safest option as there are some map elements for cover. Top Door is the riskier one, but you have access to all the entrances from the first area.
The zone on the ground level is also full of hiding spots.
Be very careful because the enemy Widowmaker will use these same placements.
Check out the map callouts for all the names. I took the pictures above from Box, Fence, and Car.
A few more spots from Van, Pillar, and the ground level next to the side door.
There is really nothing to explain as you can see the line of sight they provide.
Second Point - Attack
I do not want to disappoint you, but there are no secret spots on the remaining points of Junkertown. Both the spaces are relatively small, so the placements are standard.
On the ground level, start from this location (image 1) at the border of the area. Afterwards, you can advance to the left (image 2) and the right side (image 3) to gain access to more portions of the road.
In most games, I prefer the high ground placements:
This high ground (image 1) is perfect to cover the first zone, and the wall on the right gives you a shelter whenever needed.
Afterwards, move to Platform (image 2) to gain vision on the mid-section of the road.
Once your team pushes the payload to the final area, launch your Grappling Hook to Balcony.
Maintaining the control of Bridge and Heaven is fundamental as you have a line of sight on all the high ground placements and the road below.
From Bridge you can reach Heaven (image 2) and flank the opponents via Ledge.
Second Point - Defense
Balcony and the placement immediately below it are the strongest starting positions as the defender.
Afterwards, retreat to Bridge. Occasionally, you can exploit Heaven to kill the adversaries on the initial high ground platforms and to flank those on the payload.
There is a myriad of optimal spots on the final section of the second point.
The first two images show my view from Catwalk while the remaining ones feature Cinema. They both provide some cover and a great vision on the entire area.
Nest is an underused but amazing spot because you can protect the final area of the road from a relatively safe position. Beware of flankers from Heaven.
The area below Nest is also a viable position.
Overall, there are many spots, and both the attacker and the defender Widowmaker can see each other from virtually any placement.
Third Point - Attack
From this side door (image 1) you have a solid vision on the road, the underground area leading to the final section of the point, and the Platform.
You can reach Ledge via the staircase on your right. It provides access to the road and to several high ground spots: the enemy Widowmaker might be placed on Platform or inside Cinema (image 5).
The successive ground level position is Long. From the tunnel on your right you can reach Link, which is one of the best placements on the ground level once the teams are fighting on the final section of the map.
Use the staircase to reach Cinema (image 2), and finally Balcony (image 3).
You can also fight from Platform. Take advantage of the moving parts to hide your silhouette whenever possible.
Third Point - Defense
As the defender, you usually want to start from Platform and shoot at the opponents entering from the side door and the main entrance.
The same ground level positions featured for the attacker side are viable also on defense: you can fight from Long and then retreat to Link.
Ledge, Nest, and Cinema are the high ground positions displayed in the images above. The first one works well if the payload is contested at the choke; you will use the remaining two in most games.
Balcony is excellent once the payload reaches an advanced position. You have a good cover, and a clear view on the road and the underground area connecting the point to the attackers’ spawn.
A quick look to all the remaining spots on the ground level.
From the first one you have vision on the road and the underground area.
Snacks offers access to the same spaces, and I suggest using it in most matches as it is slightly safer.
Finally, Cave is the placement at the edge of the point. There are several objects for cover, and from here you can attack safely both the road and the high ground placements on Cinema and Balcony.