ORISA

Role: / HP: 200 / Difficulty:

OVERVIEW

Orisa is the only tank that can apply consistent long range pressure to whittle down her enemies before they reach her. Orisa’s kit allows her to assist teammates from range without the need to travel to their position. Although she has abilities that allow her to hold a nearly impenetrable static defensive position, the short duration of her abilities’ cooldowns allows her to aggressively advance towards the enemy, providing her a diverse range of playstyles. Her crowd control ability Halt! and area of effect team buff Supercharger provide her to means to control the flow of team fights.

However, Orisa is first and foremost a tank and must act as one in order to be effective. Despite the fact that Orisa’s primary weapon Fusion Driver is essentially a plasma gatling gun, the weapon’s projectile properties, low damage per second, and extremely poor accuracy make her an unqualified substitution for a hitscan hero. Consistent with the role of a tank, Orisa’s primary objective is to protect her teammates by becoming an obstacle for the enemy to overcome.

OVERVIEW

Orisa is the only tank that can apply consistent long range pressure to whittle down her enemies before they reach her. Orisa’s kit allows her to assist teammates from range without the need to travel to their position. Although she has abilities that allow her to hold a nearly impenetrable static defensive position, the short duration of her abilities’ cooldowns allows her to aggressively advance towards the enemy, providing her a diverse range of playstyles. Her crowd control ability Halt! and area of effect team buff Supercharger provide her to means to control the flow of team fights.

However, Orisa is first and foremost a tank and must act as one in order to be effective. Despite the fact that Orisa’s primary weapon Fusion Driver is essentially a plasma gatling gun, the weapon’s projectile properties, low damage per second, and extremely poor accuracy make her an unqualified substitution for a hitscan hero. Consistent with the role of a tank, Orisa’s primary objective is to protect her teammates by becoming an obstacle for the enemy to overcome.

ABILITIES

Damage: 11

Speed: 66.66m/s

Movement Speed: 2.75m/s

Rate: 12/s

Ammo: 150

Reload: 2.5s

Orisa’s Fusion Driver is very similar to a gatling gun; she can discharge 150 rounds before the need to reload. The weapon does not suffer any damage fall off penalties allowing her to apply pressure and damage to enemies from a distance. However, the weapon’s ranged damage is offset with an accuracy penalty and with projectile properties. The weapon is most effective against large targets such as shields, barriers and other tank heroes due to their large hit box. The Fusion Driver is most effective used in a short to medium ranged setting.

Area of Effect: 7.5m

Speed: 20m/s

Rate: 0.3s casting, 0.6s activation

Cooldown: 8s

Orisa launches a graviton charge that can be remotely detonated, and will otherwise trigger as soon as it comes in contact with an immobile surface. The graviton charge does not deal any damage but it can pass through enemy heroes. Once detonated, there is a 0.6 second activation delay allowing enemy heroes a small window of opportunity to escape. After the activation delay, all enemy heroes caught within a 7.5 meter radius are pulled towards the point of detonation. The utility of this ability is limitless; Orisa is able to physically dislodge enemies situated in a fortified location from a distance, cluster enemies together for her teammates to use their cleave abilities, or simply impede the enemy from focusing on their task.

Shield: 900 health

Duration: 20s

Cooldown: 8s

The Omnic launches an arcing projectile that can bounce off walls. Once the projectile has come to a stop on a flat surface, it deploys a forward facing barrier from the position Orisa launched the projectile. Be cautious when launching the barrier through terrain, it can easily get stuck in a tree’s branches and deploy in an irrelevant position. The barrier’s edges are curved backwards providing additional coverage from a complete 180° angle if a hero were to position directly behind the barrier. Similar to other shields and barriers, there are a few enemy abilities that are able to pass through it such as Symmetra’s Photon Orb, Reinhardt’s Fire Strike and Orisa’s Halt! ability. The barrier is also unable to prevent enemies heroes from traversing or meleeing through it.

Damage Reduction: 50%

Duration: 4s

Cooldown: 10s

Once Orisa activates this ability, she is immune to crowd control abilities, free of mobility penalties and restrictions, and enjoys 4 seconds of 50% damage reduction. Orisa can still be hacked by Sombra while in Fortify stance, but it does not interrupt the ability. This ability has a 10 second cool down and must be properly managed in close quarters combat. Proper management can be the difference between Orisa body blocking a crowd control ability and her team getting wiped out. Fortify is one of just a few abilities that allows a hero to escape Zarya’s Graviton Surge.

Orisa deploys an immobile device that will remain active for the next 15 seconds. All allies including Orisa herself within 25 meters of the device will receive an increased 50% damage output buff. However, the device has 200 health and can be destroyed before the 15 second duration. To gain the benefit of the effect, allies and Orisa alike must maintain line of sight of the device. Heroes lose the buff one second after breaking line of sight. This deployable ultimate can be hacked by Sombra and disabled.

ABILITIES

Damage: 11

Speed: 66.66m/s

Movement Speed: 2.75m/s

Rate: 12/s

Ammo: 150

Reload: 2.5s

Orisa’s Fusion Driver is very similar to a gatling gun; she can discharge 150 rounds before the need to reload. The weapon does not suffer any damage fall off penalties allowing her to apply pressure and damage to enemies from a distance. However, the weapon’s ranged damage is offset with an accuracy penalty and with projectile properties. The weapon is most effective against large targets such as shields, barriers and other tank heroes due to their large hit box. The Fusion Driver is most effective used in a short to medium ranged setting.

Area of Effect: 7.5m

Speed: 20m/s

Rate: 0.3s casting, 0.6s activation

Cooldown: 8s

Orisa launches a graviton charge that can be remotely detonated, and will otherwise trigger as soon as it comes in contact with an immobile surface. The graviton charge does not deal any damage but it can pass through enemy heroes. Once detonated, there is a 0.6 second activation delay allowing enemy heroes a small window of opportunity to escape. After the activation delay, all enemy heroes caught within a 7.5 meter radius are pulled towards the point of detonation. The utility of this ability is limitless; Orisa is able to physically dislodge enemies situated in a fortified location from a distance, cluster enemies together for her teammates to use their cleave abilities, or simply impede the enemy from focusing on their task.

Shield: 900 health

Duration: 20s

Cooldown: 8s

The Omnic launches an arcing projectile that can bounce off walls. Once the projectile has come to a stop on a flat surface, it deploys a forward facing barrier from the position Orisa launched the projectile. Be cautious when launching the barrier through terrain, it can easily get stuck in a tree’s branches and deploy in an irrelevant position. The barrier’s edges are curved backwards providing additional coverage from a complete 180° angle if a hero were to position directly behind the barrier. Similar to other shields and barriers, there are a few enemy abilities that are able to pass through it such as Symmetra’s Photon Orb, Reinhardt’s Fire Strike and Orisa’s Halt! ability. The barrier is also unable to prevent enemies heroes from traversing or meleeing through it.

Damage Reduction: 50%

Duration: 4s

Cooldown: 10s

Once Orisa activates this ability, she is immune to crowd control abilities, free of mobility penalties and restrictions, and enjoys 4 seconds of 50% damage reduction. Orisa can still be hacked by Sombra while in Fortify stance, but it does not interrupt the ability. This ability has a 10 second cool down and must be properly managed in close quarters combat. Proper management can be the difference between Orisa body blocking a crowd control ability and her team getting wiped out. Fortify is one of just a few abilities that allows a hero to escape Zarya’s Graviton Surge.

Orisa deploys an immobile device that will remain active for the next 15 seconds. All allies including Orisa herself within 25 meters of the device will receive an increased 50% damage output buff. However, the device has 200 health and can be destroyed before the 15 second duration. To gain the benefit of the effect, allies and Orisa alike must maintain line of sight of the device. Heroes lose the buff one second after breaking line of sight. This deployable ultimate can be hacked by Sombra and disabled.

PLAY STYLES, & COMPOSITION

Orisa is a tank and should only be utilized as such. A common misconception due to her Fusion Driver is that she can be depended on for lethal damage, however the accuracy penalty itself already renders her inadequate to compensate for a hitscan hero.

A static defensive Orisa play style allows her to maintain domination of a strategic position and/or the objective. Her primary role is to maintain pressure and damage from a long distance. Her focus priorities should always be on enemy shields and barriers because they are extremely large targets and very difficult to miss with her Fusion Driver. If the enemy’s barrier and shields are destroyed before reaching her team, her teammates will be able to apply damage to the enemy’s backline without compromising their own positions. Her Protective Barrier provides her a 900 health stationary barrier every 8 seconds. It is advised to position her in a location where she can still lose line of sight from the enemy if Protective Barrier is destroyed before the cooldown has been refreshed. Fortify grants her a brief duration of damage reduction and crowd control effects immunity, and should only be used when it is necessary. Otherwise, Fortify is most effectively utilized when the enemy has closed distance and is showing cues they are going to use their crowd control abilities. Orisa is able to body block crowd control abilities for her teammates while Fortify is active.

Protective Barrier is an arcing projectile and can be deployed at a distance, and as such Orisa is able provide a shield for a teammate under attack at another position while she continues to anchor her position, granting the capability to influence multiple fights at once.

Orisa is best used as an anchor to maintain and control a strategic location. Her abilities within a tank composition allows her to enjoy a high level of durability, making any hero that can help her sustain an extremely valuable partner. Situationally dependent, she also complements offensive heroes that can maximize their efficiency in a static location or heroes that have high mobility that can use Orisa as the enemy’s main focus and take advantage of their distraction.

Reinhardt is one of the best compliments Orisa can synergize with in both an offensive and defensive situation. Under heavy focus fire, Orisa’s Protective Barrier will be the main ability for the duo to focus around due to the 8 second cool down. Reinhardt’s Barrier Field will be the secondary shield to protect any angles Protective Barrier cannot cover, or become the main shield for the duo should it get destroyed before the 8 second cool down. Once the alternative angles of threat has been neutralized and Orisa has replaced her Protective Barrier, Reinhardt can turn off his Barrier Field to regenerate its health. Orisa lacks any sort of melee damage threat which Reinhardt can provide. In return, Reinhardt lacks consistent ranged damage and pressure which Orisa can provide. In an offensive situation, Orisa can launch her Protective Barrier to a short to medium destination that the pair can advance on, and once the 8 second cooldown has been refreshed, the pair can continue their advance onto the next location.

However, the most common synergy for Orisa is Bastion. Bastion requires a static position in order to utilize its Configuration: Sentry mode making Orisa’s Protective Barrier the perfect ability synergy. Not only will it shield Bastion, but Orisa, unlike Reinhardt, can stand out of Bastion’s line of sight while he is at the center of the Protective Barrier. Orisa’s supplementary fire from her Fusion Driver increases the damage and pressure enemies have to endure in order to advance on their position. Similarly, Widowmaker also benefits from Orisa’s protection, but some of the extremely high angles Widowmaker is able to maneuver to, Orisa will not be able to reach, and thus can only reinforce her position with Protective Barrier.

ORISA QUICK TIPS

Orisa is a tank. Never substitute Orisa for a proper DPS hero.

Protective Barrier can be deployed at a distance, and should always be deployed in an area where the team is taking the most focus fire. If Orisa must sacrifice her own safety and consequently her life in order to protect her backline, it is often advisable to do so.

Never sacrifice an advantageous position to chase kills. Not only does Orisa’s damage potential greatly diminishes over long distances as the enemy retreats, but Orisa lacks the mobility to chase properly and quickly return to the position. Halt! can be used to pull low health enemies back to finish the kill.

PROS & CONS

Pros

  • 1. Her Fortify and Protective Barrier abilities provide her with a high level of durability allowing her to become an anchor for the team to maintain possession of objectives and key positions
  • 2. She is the only tank class hero that can consistently apply pressure and damage from a long range
  • 3. Protective Barrier and Halt! allows Orisa to reinforce teammates from a distance
  • 4. Supercharger is the only ability that can amplify a team’s damage

Cons

  • 1. She has no mobility augmenting abilities. In fact, she suffers a movement penalty when firing her primary weapon leading to difficulties evading lethal damage
  • 2. Fusion Driver suffers the properties of a projectile, low damage and poor accuracy weapon
  • 3. Supercharger can be destroyed
  • 4. Requires a high level of controlled aggression, map awareness and teamwork to play in any play style other than a defensive static tank

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