MOIRA

Role: / HP: 200 / Difficulty:

OVERVIEW

Moira O’Deorain is the 27th hero released by Blizzard on November 16, 2017. As a Support hero, she has unique healing and mobility options as well as an all-purpose ultimate that makes her a viable pick in many team compositions. If you enjoy being able to heal and support your team from the back, but also want to handle flankers and play aggressively at times, Moira might be the perfect hero for you.

OVERVIEW

Moira O’Deorain is the 27th hero released by Blizzard on November 16, 2017. As a Support hero, she has unique healing and mobility options as well as an all-purpose ultimate that makes her a viable pick in many team compositions. If you enjoy being able to heal and support your team from the back, but also want to handle flankers and play aggressively at times, Moira might be the perfect hero for you.

ABILITIES

Biotic Grasp: Heal (Primary Fire: Left Click)
Healing at a rate of 80 healing per second, Moira is one of the best healers in Overwatch. This is compounded by the fact that she can heal multiple people at once in a group, which no other healer besides Lúcio can naturally do; if you do the math, that’s nearing a potential 800 healing per second if you couple your primary fire with a healing orb on five teammates. The large downside to Biotic Grasp, however, is that she has limited healing, only being able to heal for about seconds at a time. Although she can heal her teammates for a full 9 seconds without recharging, she needs to wait nearly 50 seconds to fully recharge (without using her secondary fire, which regenerates charge). This means that, while she can heal quite well and charge her ultimate remarkably quickly, a Moira player must take care in managing her Biotic Grasp meter for when she needs it most.

Biotic Grasp: Damage (Secondary Fire: Right Click)
Doing 50 damage per second, Moira’s offensive abilities are not great, but also regenerating 33 self-healing per second, Moira’s secondary fire is a great tool to keep her alive and peel pesky flankers off of her. Moira’s secondary fire has similar properties to Zarya’s primary fire in that this weapon can go through non-physical defenses such as D.Va’s Defense Matrix and Genji’s Deflect. Another large upside to this ability is its range. Coupled with the fact that there is no need to ever recharge this ability and that the hitbox ability, this is Moira’s best friend in keeping away flankers, whose job it is to pick off squishies and backline support. This damage ability also generously regenerates Biotic Grasp’s healing meter (8 seconds of using her secondary fire fully recharges her healing meter), but be careful in spending your healing meter when the enemy team has a shield as Moira’s secondary fire cannot go through physical enemy shields. Learn the maximum range of Biotic Grasp to effectively play footsies with enemy flankers and keep your healing meter up. This ability cannot headshot.

Biotic Orb (Primary Ability: Left Shift)
Biotic Orb is Moira’s signature ability; with it, Moira shoots a slow-moving (5.5 m/s) orb that can either heal teammates or do damage to enemies. This orb bounces off walls and lasts the entire duration of her 10-second cooldown or until a maximum of 300 healing or 200 damage has been done. This orb also goes through shields, but will charge Zarya’s bubbles. A healing orb is indicated by a yellow orb (left click to launch), and a damage orb is indicated by a purple orb (right click to launch). Because the orb does not disappear until the next orb is ready to use, this ability should almost always be in use unless you know there is a team fight or enemy ultimate that is about to happen. In between fights or during smaller skirmishes, utilize Biotic Orb offensively in order to charge your ultimate, but remember that Biotic Orb has more healing potential than damage potential and that Moira’s primary responsibility is as a team support.

Fade (Secondary Ability: E)
Fade allows Moira to quickly teleport a short distance. As Moira’s only movement ability, Fade should be generally saved to escape from bad situations such as pesky flankers or if you are in the middle of a large team fight. If you find it difficult to maneuver left and right with Fade, it may be easier to aim your movement with your mouse while holding straight up. In general, Moira wants to stay on the outskirts of the fight in order to assess who might need priority healing or extra damage to help the team win the fight, and so Fade is a valuable repositioning tool that should be used defensively in most situations. In certain situations where you feel you can gain value from being away from your team and positioning more aggressively (i.e. on a hypothetical high ground behind the enemy team), Fade can be used to back away from an overextended or aggressive position. Similarly to Reaper’s Wraith Form, learn the distance of Fade so that you can always retreat safely to your team if needed.
Advanced technique:
Learn to jump right before Moira’s Fade animation ends. By doing so, her increased mobility will carry her momentum as she comes out of Fade so that you gain additional ground in the air even after Fade is over. Additionally, Moira’s Fade allows her to become invincible while she is teleporting, so you can utilize this to survive nearly any enemy ultimate or skill. She can even survive being stuck by a Tracer’s Pulse Bomb or D.Va’s Self-Destruct if timed correctly.

Coalescence (Ultimate: Q)
When Coalescence is activated, Moira shoots out a long-range yellow and purple beam that heals teammates and damages enemies. This ability passes through any kind of shield and is useful when there are many people grouped in one area since this ability is effectively an Area-of-Effect ability. Coalescence does mediocre damage at 70 damage a second, but heals at a significant 140 healing per second. Moira’s ultimate cannot headshot, meaning the maximum use from this 8-second ultimate would be to keep your teammates alive during a team fight. During these 8 seconds, Moira’s movement speed greatly increases.

ABILITIES

Biotic Grasp: Heal (Primary Fire: Left Click)
Healing at a rate of 80 healing per second, Moira is one of the best healers in Overwatch. This is compounded by the fact that she can heal multiple people at once in a group, which no other healer besides Lúcio can naturally do; if you do the math, that’s nearing a potential 800 healing per second if you couple your primary fire with a healing orb on five teammates. The large downside to Biotic Grasp, however, is that she has limited healing, only being able to heal for about seconds at a time. Although she can heal her teammates for a full 9 seconds without recharging, she needs to wait nearly 50 seconds to fully recharge (without using her secondary fire, which regenerates charge). This means that, while she can heal quite well and charge her ultimate remarkably quickly, a Moira player must take care in managing her Biotic Grasp meter for when she needs it most.

Biotic Grasp: Damage (Secondary Fire: Right Click)
Doing 50 damage per second, Moira’s offensive abilities are not great, but also regenerating 33 self-healing per second, Moira’s secondary fire is a great tool to keep her alive and peel pesky flankers off of her. Moira’s secondary fire has similar properties to Zarya’s primary fire in that this weapon can go through non-physical defenses such as D.Va’s Defense Matrix and Genji’s Deflect. Another large upside to this ability is its range. Coupled with the fact that there is no need to ever recharge this ability and that the hitbox ability, this is Moira’s best friend in keeping away flankers, whose job it is to pick off squishies and backline support. This damage ability also generously regenerates Biotic Grasp’s healing meter (8 seconds of using her secondary fire fully recharges her healing meter), but be careful in spending your healing meter when the enemy team has a shield as Moira’s secondary fire cannot go through physical enemy shields. Learn the maximum range of Biotic Grasp to effectively play footsies with enemy flankers and keep your healing meter up. This ability cannot headshot.

Biotic Orb (Primary Ability: Left Shift)
Biotic Orb is Moira’s signature ability; with it, Moira shoots a slow-moving (5.5 m/s) orb that can either heal teammates or do damage to enemies. This orb bounces off walls and lasts the entire duration of her 10-second cooldown or until a maximum of 300 healing or 200 damage has been done. This orb also goes through shields, but will charge Zarya’s bubbles. A healing orb is indicated by a yellow orb (left click to launch), and a damage orb is indicated by a purple orb (right click to launch). Because the orb does not disappear until the next orb is ready to use, this ability should almost always be in use unless you know there is a team fight or enemy ultimate that is about to happen. In between fights or during smaller skirmishes, utilize Biotic Orb offensively in order to charge your ultimate, but remember that Biotic Orb has more healing potential than damage potential and that Moira’s primary responsibility is as a team support.

Fade (Secondary Ability: E)
Fade allows Moira to quickly teleport a short distance. As Moira’s only movement ability, Fade should be generally saved to escape from bad situations such as pesky flankers or if you are in the middle of a large team fight. If you find it difficult to maneuver left and right with Fade, it may be easier to aim your movement with your mouse while holding straight up. In general, Moira wants to stay on the outskirts of the fight in order to assess who might need priority healing or extra damage to help the team win the fight, and so Fade is a valuable repositioning tool that should be used defensively in most situations. In certain situations where you feel you can gain value from being away from your team and positioning more aggressively (i.e. on a hypothetical high ground behind the enemy team), Fade can be used to back away from an overextended or aggressive position. Similarly to Reaper’s Wraith Form, learn the distance of Fade so that you can always retreat safely to your team if needed.
Advanced technique:
Learn to jump right before Moira’s Fade animation ends. By doing so, her increased mobility will carry her momentum as she comes out of Fade so that you gain additional ground in the air even after Fade is over. Additionally, Moira’s Fade allows her to become invincible while she is teleporting, so you can utilize this to survive nearly any enemy ultimate or skill. She can even survive being stuck by a Tracer’s Pulse Bomb or D.Va’s Self-Destruct if timed correctly.

Coalescence (Ultimate: Q)
When Coalescence is activated, Moira shoots out a long-range yellow and purple beam that heals teammates and damages enemies. This ability passes through any kind of shield and is useful when there are many people grouped in one area since this ability is effectively an Area-of-Effect ability. Coalescence does mediocre damage at 70 damage a second, but heals at a significant 140 healing per second. Moira’s ultimate cannot headshot, meaning the maximum use from this 8-second ultimate would be to keep your teammates alive during a team fight. During these 8 seconds, Moira’s movement speed greatly increases.

COMPOSITION, POSITIONING, & STRATEGIES

Perhaps Moira’s largest strength is her ability to significantly heal multiple allies at once. This suggests that her highest value would be utilizing a death ball team composition (tankier, harder-hitting, close-fighting heroes) that maximizes Moira’s healing output and charge her ultimate extremely quickly. In fact, Moira’s arrival to Overwatch has encouraged professional Overwatch teams to play 3-tank and 4-tank team compositions as Moira can charge her ultimate extremely quickly and efficiently keep her team alive.

Although not generally recommended, it is possible to play Moira in a dive composition due to her medium- to long-range healing and damage abilities, along with her Fade and self-peel. You will need to play more intelligently and carefully as you will be more exposed to enemy flankers and need to better prioritize your limited healing among your teammates. Similarly to in a death ball composition, however, try to position yourself closer to your tanks and anti-flank heroes and nearer to the back of your team so that you can maximize healing and staying alive.

Because of Moira’s limited healing capabilities, she will also not be able to reliably act as a solo support. It is highly recommended that your team have another support when playing with Moira unless there is a Sombra on your team or your teammates have self-heal abilities. It is also advisable that the secondary support can have a better defensive ultimate.

As a support hero, Moira will primarily be found in the back line behind her DPS and tanks. This is where she can have the best view of her teammates and the enemy team in order to make calculated decisions regarding who to heal and how to navigate through a cluttered battlefield. Although she has more damage potential than Mercy or Lúcio, because her damage abilities have decent range, there is no need for her to play exposed. Try to keep your Fade ability off cooldown in case you are dove by enemies, and always have an escape route in mind.

Moira may be the best support hero in terms of survivability against flankers. Her Fade ability allows her to instantly reposition herself away from the flanker and closer to her teammates, and her orbs flexibly allow for additional healing or damage depending on the situation. Additionally, her secondary fire is incredibly useful against flankers because it also acts as a self-heal and is quite easy to aim (it also goes through Genji’s deflect!). As long as you remain wary of flankers and use your abilities effectively, you should not find yourself dying to flankers too often. However, keep in mind that Moira does not do much damage – her secondary fire is weaker than Zarya’s uncharged primary fire, so prioritize your role as a support. And don’t forget to help peel for your other support as well!

MAXIMIMIZING MOIRA'S ABILITIES

In between large team fights, spam damage orbs towards the enemy team in order to do annoying chip damage and to charge your ultimate more quickly. When you think the enemy is about to engage and during a team fight, however, it is generally more advisable to use healing orbs because your orbs do more maximum healing (300) than they do damage (200). In terms of raw numbers, healing orbs are 50% more beneficial than damage orbs, and so you should default to healing orbs unless there is a reason to launch a damage orb (e.g. you know that an enemy is very weak and your damage orb might mean the difference between securing and not securing a kill; your team has won the fight and you are helping clean up stragglers; your team has close to full health and a healing orb will not be needed soon; etc). This includes using healing orbs on yourself when getting attacked by an enemy as this will help keep you alive longer and give your team a chance to back you up; don’t forget that you are a support player and your main role is to keep yourself and the team alive! Your damage output as Moira, while not insignificant, generally pales in comparison to other DPS heroes.

This can be tricky and situational, however, when thinking about your team and the enemy team compositions. For instance, even if there are mobile enemies diving your back team, if you are also playing a dive composition and your Tracer and Genji have just jumped on the enemy Mercy, shooting a Damage Orb toward the enemy Mercy may make the crucial difference in whether or not that Mercy survives. If there is a Winston who might kill your Genji as he dives, however, you might want to release a Healing Orb. Of course, this is highly situational and dependent on the team compositions, map type, and more, but it is important to be able to quickly outweigh the pros and cons of your orbs as they are a vital part to any good Moira’s kit.

Advanced usage: it is common for Moira players to spam orbs down a choke or into an enclosed area. To get even more value out of her orb, however, remember that using angles instead of straight lines allows Moira’s orbs to get more distance around a target and do more healing or damage. Remember geometry? A^2 + B^2 = C^2, so shooting your orbs indirectly at a target will maximize the distance your orbs travel. If you’re standing below a roof or flat surface, you can also launch an orb directly up or down in order to effectively create an Area-of-Effect healing station.

Don’t be afraid to use your abilities! The better you become at managing your abilities and using them maximally, the quicker you will be able to charge your ultimate and make a larger contribution to a team fight. The hardest ability to manage is probably Moira’s healing meter as you want to make sure you have enough to heal your teammates when needed, but not saving it needlessly as well. In general, a good rule of thumb is to keep her healing between 1/3 and 2/3 full. This, of course, is highly dependent on the situation, but be intentional about your role as a healer and try to strike the right balance between passive healing and aggressive skill usage. Of course, let your team know as well when your healing meter is low so that they can play around your recharge accordingly.

Moira has a high skill cap. This is because her array of abilities and short cooldowns means that there should always be something you’re doing as Moira, whether that is launching an orb at the perfect angle to intercept the enemy team, helping peel for your support partner, using your secondary fire to charge your healing meter for an upcoming fight, or healing your teammates to keep them capped. An important thing to keep in mind is that Moira’s orbs last for as long as her cooldown, so it is theoretically possible to always have an orb out in play. Keep this in mind so that your orbs, which are on 10-second cooldowns, have maximum impact in between and during fights (and even remember to throw one out right before you use your ultimate, which lasts 8 seconds).

Coalescence, as an ultimate, is underwhelming. It does not do amazing damage and usually cannot keep your team alive through a powerful enemy DPS ultimate. Then what value does it have? Moira’s ultimate charges extremely quickly. Because of this fact, the value you get from Moira’s ultimate is that you should have it more often than almost every other player in your game, and you can use this to snowball the fights in your favor.

For instance, a good Moira player can have his or her ultimate charged by the middle or end of the first fight, usually before other ultimates on either side are ready to be used. This means that you should try to use Moira’s ultimate as quickly as possible in order to give your team a decent edge in the next fight. By doing so, you can help your teammates gain their ultimates quicker as they secure kills, and your team should be in better shape than the enemy team for the next fight afterwards. Moira’s ultimate is perhaps the best ability to snowball a game because of how quickly it can build. As such, don’t think of Coalescence as a game-changing, pivotal ultimate, but rather a very valuable skill on a longer cooldown.

STRENGTHS & ABILITIES

Strengths

  • 1. Range of her abilities (Decay and Biotic Orb)
  • 2. Mobility (Fade skill)
  • 3. Higher survivability
  • 4. Ultimate is viable in many situations

Weaknesses

  • 1. Limited healing supply that slowly regenerates over time
  • 2. No burst damage and generally low
    to moderate damage potential
  • 3. Ability-dependent

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