Orisa | |
---|---|
"Only in unity will we find strength." | |
Status |
Active |
Birth |
May 9th |
Age |
1 |
Nationality |
Numbanian |
Occupation |
Guardian robot |
Base |
Numbani, Africa |
Affiliation |
Numbani |
Relations |
Efi Oladele (creator) |
Cherrelle Skeete[1] (English)
Corinne Wellong (French) | |
Cosmetics |
Cosmetic page |
Quotes |
Quotation page |
Role |
Tank |
Health |
175 (Open queue) 325 (Role queue) |
Armor |
300 |
Character Video
| |
Orisa is a Tank hero in Overwatch. Released on 21 March 2017, she is the 24th hero added to the game.
Overview
In Overwatch, Orisa served as the central anchor of her team, and defended her teammates from the frontline with a protective barrier. She could attack from long range, fortify her own defenses, launch graviton charges to slow and move enemies, and deploy a Supercharger to boost the damage output of multiple allies at once.[2]
In Overwatch 2, Orisa is an offensive tank.[3]
Abilities
- Reduces the speed of knockbacks received by 25%
- Ultimate generation is reduced by 40%.
- Reduces the total damage received from critical hits, such as headshots, by 25%.
- Weapons with a lower 1.5x headshot modifier ignore this damage reduction completely.
- The effectiveness on abilities that deal critical damage through other means than headshots is ambiguous: Earthshatter and Overrun are affected by the damage reduction, but Virus and Volatile Chaingun's forced critical hits against burning targets are not.
- The reduction stacks additively with other modifiers affecting damage taken.
- All tanks have 150 more health in Role Queue. The amount of armor and/or shields remains the same.
2 seconds (recharge from full heat)
- Damage per second: 130 while firing (104 overall w/ recharge - 97.5 w/ overheat)
- Uses a heat-based mechanic instead of ammo/reload.
- Fusion Driver can be fired continuously for 5 seconds before overheating.
- While not firing, it takes 2 seconds to fully restore the heat meter.
- Once overheated, the weapon cannot be used for 3 seconds.
- Abilities can be used without interrupting the recharge even while the weapon is overheated.
0.3 seconds (wall stun)
- Hits the first enemy in its path, delivering a 0.2 seconds micro-stun. Deals extra damage and stuns again for 0.3 seconds if they are pushed into a wall or a terrain-like object, such as an Ice Wall.
- If the javelin hits D.Va's Self-Destruct while it is moving, the Mech will be stunned and will stop moving.
- Orisa is immune to critical hits while active.
- This also affects forced critical hit damage, such as Mauga's Volatile Chaingun hitting the burning Orisa.
- "Unstoppable" causes Orisa to become immune to all movement-related status effects, including slow, root, knockback, stun, knocked down, gravity and any subsidiary effects.
- Orisa can still be affected by non-movement effects, including damage over time, anti-heal and hacked.
- Walking through Steel Trap with Fortify active or activating it after being caught destroys it.
- Orisa takes no damage from Charge or Chain Hook.
- Orisa can be hacked by Sombra while using Fortify, but this will not interrupt the ability.
- Orisa can be lifted by Lifeweaver's Petal Platform and pulled by Life Grip while Fortified.
- All temporary health is immediately lost when the effect ends.
- Cooldown starts when the ability is activated.
- Can be manually canceled by reactivating the ability.
5 (subsequent hits)
1.75 seconds (max)
2 seconds (movement speed)
20% after spin
- Deals up to 100 damage over the duration.
- Orisa cannot shoot or use quick melee during Javelin Spin.
- Using Energy Javelin interrupts Javelin Spin.
- Fortify can be used simultaneously with Javelin Spin without interrupting it.
- Javelin Spin is a channeled ability; the ability ends immediately if Orisa becomes stunned, knocked down or hacked, putting the ability on cooldown.
- Orisa gains a movement speed bonus while moving forward or diagonally forward while the spin animation is active and a smaller bonus for 2 seconds after it ends.
- Cannot block beam and AoE attacks.
- Abilities that create an AoE or leave a deployable, but travel as a projectile can be blocked before they land.
- Cannot block Rocket Punch, Shield Bash, Swift Strike, Accretion, Sentry Turret, Deploy Turret, Petal Platform and Immortality Field.
- Damage and knockback can be line of sight blocked by barriers. (Damaging "through" barriers, like Reinhardt's shield, happens when the hitbox's origin is pushed past it.)
- Cooldown starts when the spin animation ends.
- Can be manually canceled by reactivating the ability.
0.2 seconds (release)
0.3 seconds (recovery)
2 m/s (knockback, min)
11.5 m/s (knockback, max)
- When activated, Orisa starts generating charge and enemies are pulled toward a point above Orisa and take periodic damage while in the area.
- Charge starts accumulating and Fortify is gained immediately upon button press, but the pull and periodic damage start taking effect after a 0.4 second delay.
- The pull will not stop until the target reaches the point or leaves the area.
- When released, enemies in the area take damage equal to the charge percentage and are knocked back depending on the charge.
- Charge starts at 25% and accumulates at a rate of 62.5% per second in the first 2.5 seconds.
- Charge accumulates at a rate of 212.5/s in the last 1.5 seconds.
- Charge can be released after 0.75 seconds (~72%) and will be automatically released upon reaching 500%.
- Including the periodic damage, the total damage is ~83 at minimum charge and 571 at maximum charge.
- The minimum time required to kill a 250hp enemy is ~2.7 seconds (around 210% charge).
- Initial pull, periodic damage and final damage all pierce enemy barriers, but are line of sight blocked by terrain and terrain-like objects, such as Ice Wall.
- Terra Surge is a channeled ability; the ability ends immediately if Orisa becomes hacked. This depletes the ultimate charge and causes a surge to not be released.
- Orisa can be lifted by Petal Platform (either allied or enemy) during Terra Surge.
- Life Grip cannot be used on Orisa while channeling Terra Surge. Activating Terra Surge will also interrupt an active pull.
Hero-specific options
Setting name | Options | Description |
---|---|---|
Hold to use Javelin Spin | Off (default) | Javelin Spin deactivates when player presses the button again. |
On | Javelin Spin deactivates when player stops holding the button. | |
Hold to use Terra Surge | Off (default) | Terra Surge fires when player presses the Ultimate Ability button again or presses Primary or Secondary Fire. |
On | Terra Surge fires when player stops holding the Ultimate Ability button or presses Primary or Secondary Fire. | |
Hide Javelin Spin cancel text | Off (default) | Cancel text UI element is displayed to the left of the crosshair. |
On | Cancel text UI element is hidden. | |
Hold to use Javelin Spin | Off (default) | Javelin Spin deactivates when player presses the button again. |
On | Javelin Spin deactivates when player stops holding the button. | |
Hide Fortify timer | Off (default) | Timer UI element is displayed around the crosshair. |
On | Timer UI element is hidden. |
Strategy
- Strengths
Orisa is very durable thanks to the defensive capabilities of Javelin Spin and Fortify. Her Augmented Fusion Driver is capable of dealing high damage at close ranges and uses a heat mechanic instead of ammo allowing it to be almost constantly used in conjunction with her abilities. Energy Javelin and Javelin Spin have knockback properties, allowing Orisa to control enemies that get too close.
- Weaknesses
Javelin spin is a front-facing defense only, so watch for flankers who can get behind her. Considering that her weapon can't attack multiple foes at close range, she is vulnerable when surrounded. As she is a fairly large target, and her health below average for a tank, she is vulnerable to being taken down by a heavy damage dealer, or a sniper who can pick at her from extreme range, especially if she has used up both her Fortify and Javelin Spin.
Weapons & Abilities
- Augmented Fusion Driver: Orisa's primary weapon. It's an automatic weapon that fires projectiles with a high speed. It can fire for an extended period before overheating, allowing her to spam the enemies' group.
- It has some slight spread, making it less effective against the target in extreme range, but the lack of damage falloff and unlimited range make it one of the better Tank weapons at range and lets you follow up on wall hits from Energy Javelin.
- The Fusion Driver can headshot, so try to aim for the heads of your enemies if you can to quickly take them out.
- Cycling your abilities correctly introduces natural breaks to your gunfire, allowing you to cool down Fusion Driver while still actively participating in the fight.
- Energy Javelin: Orisa's secondary weapon. It is a projectile that has no damage fall off that can knockback and stun enemies on impact, providing extra stun and damage if they are knocked into a wall.
- Energy Javelin stuns on impact, allowing it to cancel abilities such as Take a Breather and Charge, so using energy Javelin to deny the enemy of valuable cooldowns is something to look out for.
- At mid-range, by throwing Energy Javelin and stunning an enemy to a wall to deal extra damage, you can follow up with Fusion Driver to get good damage that's threatening to most non-Tank characters.
- At close range, by throwing Energy Javelin and stunning an enemy to a wall to deal extra damage, you can follow up with Javelin Spin, pinning the enemy to the wall to entrap enemies and deal good damage. This is less efficient than using Fusion Driver to finish enemies off, so be careful when doing this outside 1v1s.
- Energy Javelin also knocks opponents back a small distance. This can be used to push enemies off the map to get early kills.
- Javelin Spin: A small shield that blocks projectiles and melee attacks. It provides Orisa with a speed boost and pushes opponents away from her.
- You can use Javelin spin to help Orisa approach or retreat, as the speed boost and shield help her cover space with minimal damage. Javelin Spin only boosts your forwards momentum.
- Javelin Spin's ability to push opponents can allow Orisa to push enemys off the map or out of position of support characters where you teammates can help take down the opponent.
- Fortify: A personal effect ability, Fortify instantly provides Orisa with 100 overhealth, 45% damage reduction and immunity to all movement related crowd control abilities for few seconds.
- The abilities that can be blocked are listed above in the 'abilities' section.
- Fortify does not block the line of sight for area abilities on allies positioned behind Orisa; Earthshatter or Graviton Surge, for example, can still affect friendlies.
- Fortify is an extremely useful ability, whether used as an escape strategy or tanking mechanism it has many uses depending on the situation.
- Fortify generally has no downside, but it can be countered well by Roadhog's Whole Hog. Whole Hog has obscenely high raw damage output, along with very strong knockback, but the knockback will eventually mitigate the damage due to damage falloff. Fortify negates the knockback effect, which will result in Orisa taking massive amounts of damage from Whole Hog (and most likely dying) due to being hit by the entirety of the attack.
- While Whole Hog is the most spectacular example, it is not advisable to use Fortify on any strong attack that applies a strong knockback effect, as the knockback will likely prevent more of the damage than Fortify would.
General strategies
- Orisa isn't a glass cannon like Bastion under Configuration: Assault, but she has a much harder time engaging multiple foes, especially when they are close.
- For maximum survivability, learn to cycle your abilities efficiently.
- Use Javelin Spin & Energy Javelin to push opponents and interrupt abilities.
- Protect your allies by body-blocking with Fortify or Javelin Spin.
- Use Fortify and body-block characters like Cassidy while they use their ultimate.
Match-Ups and Team Synergy
Tank
Hero | Match-Up | Team Synergy |
---|---|---|
Doomfist |
Fortify can ruin a lot of Doomfist's combo potential, as such if you're aware a Doomfist is wandering nearby, save your Fortify for when he comes and activate it as soon as you know he's going to attack you, if he uses all of his abilities he's easy prey to shoot at with his large hitbox. Energy Javelin can be used to cancel any of Doomfists abilities, and is rather easy to hit as Doomfist's movement is reduced while charging Rocket Punch or using Power Block. Remember that Rocket Punch goes through your Javelin Spin and its stun interrupts it. | (To be added) |
D.Va |
D.Va can prove the be a big nuisance to you. She can easily engage and disengage with her boosters and deny all your shots and your Energy Javelin ability with her Defense Matrix. Her damage output is very dangerous at close range, even with Fortify active, and her Self-Destruct can cause problems. While there are occasions in which you can win against a D.Va in her mech by yourself, try to get your team to help you with the process before she can disengage. If you manage to get her outside her mech though, she’s child play; Try to deal with her quick before she can regroup with her team, which shouldn’t be too hard considering her low health and lack of mobility. Remember that Energy Javelin posesses a stun, allowing you to interrupt D.Va's Call Mech if she uses it carelessly in your presence. | (To be added) |
Orisa |
Since Orisa is an anchor tank, both of you will be playing with your respective team, which will come down to who's team can manage better. The fight will usually last long due to your relatively big health and armor and all of Orisa's abilities being more defensive than offensive, so there'll be almost no way to gain the upper hand. If both of you stumble to one another you should backpedal to your team while retaliating to the enemy Orisa rather than trying to stand your ground so you don't waste precious time. But if you can catch the enemy Orisa mismanaging her abilities and overextending, try to use your abilities to isolate her from her team to eliminate her. | (To be added) |
Reinhardt |
As Orisa, you can almost completely prevent an enemy Reinhardt from playing his game. You can use any of your abilites to negate his Charge, and if he tries to get close to take a swing at you, you can force him back with Energy Javelin or Javelin Spin. While you will have trouble destroying his barrier, with team support this shouldn’t be much of an issue. If Reinhardt uses Earthshatter, try to interrupt it with Energy Javelin or use Fortify to prevent yourself from being stunned and prevent him from following up on your teammates. Try to stay at range when Reinhardt has Earthshatter, especially when you do not have Fortify, as getting hit at melee range with bonus damage can allow him to turn the tables on you, if you are caught off guard. | (To be added) |
Roadhog |
Energy Javelin can interrupt Roadhog's Take a Breather and save a hooked ally from the follow up shot. Fortify also makes you immune to Chain Hook and Whole Hog (though the latter means that it's easier for him to shred you). In that event, try to use your Javelin Spin to destroy some of the bullets and, potentially, push Roadhog off the map. You have the advantage in mid to long range duel. Sure, Augmented Fusion Driver has damage falloff but it's pinpoint. Plus, shotgun weapons (like Scrap Gun) deal negligible damage at long range. | (To be added) |
Sigma |
(To be added) | (To be added) |
Wrecking Ball |
(To be added) | (To be added) |
Winston |
Winston has no means of attacking you at a distance, and at close range, his low damage output will only tickle you. On the other hand, you usually won't be able to kill Winston by yourself before he can disengage with his Jump Pack. However, Winston is not made to confront tanks, and would rather attack the supports and damage dealers behind you. Try to do as much damage on him as you can before he engages on your backline to make it easier for them to deal with him. If you are feeling it, you can try to interrupt his leap with Energy Javelin when he tries to engage or escape. If he uses his ultimate you can use Fortify to negate the knockback of his punches and shoot at his giant hitbox to gain ultimate charge. | (To be added) |
Zarya |
Zarya can be scary if she can get high Energy. Her primary fire is a beam weapon, meaning that it cannot be blocked by your Javelin Spin. Her Particle Barrier and Projected Barrier also make her or the target immune to crowd control, preventing you from pushing them around with your Javelin abilities. Try to keep track of her barrier cooldowns, and engage when she is vulnerable. Javelin Spin can absorb Zarya's ultimate, Graviton Surge, but requires good reflexes or anticipation. If you do get pulled into it, use Javelin Spin to block fire for allies clustered behind you and Fortify to protect yourself. | (To be added) |
Damage
Hero | Match-Up | Team Synergy |
---|---|---|
Ashe |
(To be added) | (To be added) |
Bastion |
If Bastion is in Configuration: Assault he'll make quick work of you, even with Fortify active this will matter very little in a one on one fight. Try to keep track of its cooldown and engage when he doesn't have it. | (To be added) |
Cassidy |
(To be added) | (To be added) |
Echo |
(To be added) | (To be added) |
Genji |
(To be added) | (To be added) |
Hanzo |
(To be added) | (To be added) |
Junkrat |
Having a big hitbox and lacking mobility, an encounter with an enemy Junkrat is very unfortunate: Your Fortify will do very little difference, should the enemy Junkrat focus on you, and he can save himself from environmental hazards with his Concussion Mine. It’s also way easier for him to retreat a fight should it not go well for him. Try not to face a Junkrat head on and keep a fair distance to make it harder for him to hit you consistently. If he gets too close though, Javelin Spin will render him unable to retaliate with his mines, and can threaten a kill by pushing him into a wall and following up with Energy Javelin. During RIP-Tire, use Fortify to mitigate the explosion damage and try to shoot the tire down before it explodes. | (To be added) |
Mei |
Your Fortify ability will make you unable to be frozen during her ultimate, however, when you use Fortify you should try to get near teammates that can handle her better rather than keep fighting her yourself. Due to Mei’s Cryo-Freeze ability, she can usually win a one-on-one fight with you or leave you with small health. Mind your positioning, as her Ice Wall can cut you off when try to retreat, and she can also use it to retreat herself. If she’s at low health and has used Cryo-Freeze recently, you can go for the kill. | (To be added) |
Pharah |
There’s very little you can do to counter an enemy Pharah, shooting her in the sky will prove to be a waste or time, don’t bother trying to take her down and leave her to your teammates instead. | (To be added) |
Reaper |
Reaper is a very dangerous matchup for Orisa, While at a distance he won't be able to do much, at close range he'll absolutely demolish you with his shotguns. Even with Fortify there's very little chance you'll come out on top if your team isn't there to back you up. Should the fight not go his way, he can use Wraith Form to flee. Always be aware of your surroundings to not let him get the drop on you with Shadow Step. | (To be added) |
Soldier: 76 |
(To be added) | (To be added) |
Sombra |
Sombra's Hack will disable your abilities. However, you can still hold your ground fairly well evenly while hacked. Sombra will also have trouble chipping through your whole health with her primary fire, and will often be forced to disengage or face death. | (To be added) |
Symmetra |
(To be added) | (To be added) |
Torbjörn |
(To be added) | (To be added) |
Tracer |
Tracer is a very bad matchup for Orisa. Tracking Tracer with your primary fire is hard enough, and with her abilities she can dodge any damage you might deal to her with ease. If she's low on health Recall can keep her alive and keep hindering you, if a Tracer is harrasing you warn your team so that they come aid you and fend her off. | (To be added) |
Widowmaker |
(To be added) | (To be added) |
Support
Hero | Match-Up | Team Synergy |
---|---|---|
Ana |
At range, Ana can rather freely take shots at you as Fusion Driver is not suited for long range battles. You should try to avoid this situation and focus on her teammates instead, since she can just retreat and stay behind cover if you keep trying to attack her. Look out for her Biotic Grenade, as the anti-heal effect cannot be removed by Fortify, and can allow the enemy team to focus you down while you are unable to be healed, if you are positioned poorly. Should you bump into an Ana at close range, immediately use Fortify or Javelin Spin to make you immune to her Sleep Dart and gun her down before she can regroup with her team. While she can use her Biotic Grenade to heal herself, most Ana's will back off and regroup with their teams rather than trying to fight | (To be added) |
Baptiste |
(To be added) | (To be added) |
Brigitte |
(To be added) | (To be added) |
Lúcio |
(To be added) | (To be added) |
Mercy |
(To be added) | (To be added) |
Moira |
(To be added) | (To be added) |
Zenyatta |
Zenyatta is the best tank buster in the support section. Without a barrier, he can always attach his Orb of Discord on you and can rather freely damage you at long range. Using cover to your advantage is more important than ever to avoid taking extra damage from everything. | (To be added) |
Story
Orisa is a newly-created omnic[4] with both a heart and personality. Urged to become a hero by her creator, Efi Oladele, Orisa strives to right wrongs and act as the hero the world needs.[5] While her relative inexperience can make her an occasional liability, Efi's optimism and willingness to make modifications to Orisa's adaptive artificial intelligence have always been able to set things right. While Orisa has much to learn about the world and its functionality, Orisa stands ready to protect both Efi and Numbani with her growing sense of honor and duty.[2]
She is a fan of Lúcio's music,[6] though will shut down if We Move Together As One is played via a shutdown code. She does not dream in the manner that humans do.[6] She is named after the orisha; spirits reflecting one of the manifestations of the Supreme Divinity in Yoruba religion. Her voice is a synthesis of the voices of Efi's grandmother, mother, teacher, and Gabrielle Adawe.
Orisa is equipped with a fusion driver that allows her to fire projectiles, a Tobelstein reactor that can generate gravitation fields, a hard-light lasoo, a hard-light caster that can deploy shields and project a laser capable of cauterizing wounds,[7] and can deploy a supercharger.[2] She can also carry out biometric scans, and is equipped with a transponder that Efi can use to track her.[7]
The Hero of Numbani
“ | I made you to be strong and brave. You still have a lot to learn, and you'll probably mess up sometimes. But I know you'll become the hero we need. | „ |
~ Efi Oladele |
Origins
Orisa was originally an OR15; one of many employed in the defense of Numbani. However, the units were destroyed by Doomfist at Numbani's airport. With a concussive blast, the OR15 that would be called Orisa was slammed against the wall so hard that it left a small impact.
The OR15s were set to be auctioned off, but some of them, the one that would be called Orisa included, were so badly damaged that they were going to be sold as scrap metal. The chasis was purchased by Efi Oladele for one million naira, using some of her earnings granted to her by the Adawe Foundation.
Efi took the OR15 back to her workshop, where she deduced that the omnic would need a Brandford arm, a Tobelstein reactor to generate gravitation fields, and a fusion driver; the only weapon that (in her mind) could subdue Doomfist. With her friends Hassana and Naade, Efi decided that the OR15 would need its own look and personality, taking inspiration from the Overwatch heroes of old. Hassana was given the task of the makeover, while Naade worked on finding a simulated voice for the unit.[7]
Activation
“ | New personality module installed. System rebooting. OR15 online. *Giggle* No, that's no good! Every great hero needs a real name. What about...Orisa? |
„ |
~ Orisa and Efi |
Efi managed to procure a Brandford arm (albeit one designed for OR14s), but it did come with a Luxor hard-light caster, capable of generating lassos and energy traps. It was well short of a fusion driver, but it would allow her robot to have some offensive capability. The trio worked on the robot for weeks, until Efi's impatience and heavy-handed work ethnic drove her friends away. Working on her own, it took a month of coding, debugging, and piecing the robot together. The final stage was to upload a personality core; a combination of open source artificial intelligence algorithms, "borrowed" military sub-routines, and a few of her own modifications.
The robot was activated, with Efi naming it Orisa, named after the Orisha spirits of Yoruban mythology. Efi guided her creation through a series of logic exercises that she did well with at first, but she dropped a glass, shattering it. Efi cut herself while picking it up, causing Orisa to intervene, intent on using her hard-light caster to cauterize the wound. Efi shut her down using We Move Together As One. She bandaged herself up and reactivated Orisa, who concluded that since the wound was bandaged, it didn't need cauterization.
Efi wasn't dismayed, reasoning that Orisa was only a few hours old. She showed Orisa a cardboard cutout of Doomfist, informing her that this was her enemy. Orisa understood, eager to please her creator.[7]
Training
“ | The false levity in your voice indicates that you are trying to cheer me up. Is it working? I do not think so. My processors are out of sync. They keep replaying the day's events over and over. I don't know where I went wrong. Judging from the tension of his facial muscles and his biometric readings, it seems that I have disappointed Mr. Bankolé. And you. |
„ |
~ Orisa and Efi |
As it turned out, Efi waited two days to test Orisa's weapons, and only after reducing her weapon's output. They intended to take a tram to the outskirts of Numbani, though Orisa had trouble fitting in, and the attendant wasn't helping. They ended up walking. As they did so, they encountered a man trying to get into a car. Efi suspected that he was trying to break into it, which led to Orisa intervening. As it turned out, Efi's hunch had been correct, and the man fled. Efi, despite knowing that she should call the authorities, ordered Orisa to pursue the man, knowing that it would be a chance to see Orisa in action. Orisa succeeded, but only after destroying a statue in the process.[7]
Civics Lessons
“ | This won't hurt a bit. Efi, biometrics indicate you are under high levels of stress. Do you need a— |
„ |
~ Efi and Orisa, just prior to Efi deleting Orisa's compassion module |
The following day, Efi decided it was time to move onto the community relations portion of Orisa's training. Unfortunately, word of Orisa's blunder had got out, and it was only after pleading with Mr. Bankolé that he agreed to let Orisa stack cans in his grocery store. She succeeded, but her social interaction still needed work, as her mannerisms drove out all the customers from the grocery. Efi pointed out the lack of dented cans, but Orisa could tell that she'd let her creator down.
The pair returned to Efi's workshop. Efi was frustrated, believing that without a Tobelstein reactor, Orisa would have no chance of taking on Doomfist. Orisa offered to research alternatives, but Efi told her not to bother, as none of them could match the Tobelstein's power output. In the meantime, Efi suggested they head back out into the city, so that Orisa could get some practice with Numbani's laws. Orisa was uneasy, still regretting her earlier actions, but Efi told her that it was natural—that was what her empathy module was for, after all.
The two headed out to the streets. They ended up washing cars to raise funds until evening. However, the string of fortunate events came to a "crashing" halt as Orisa escorted a lady across the street, albeit without waiting for the light to turn. Orisa and the lady were unharmed, but not so much for the wrecked vehicle she'd stopped. Despondent, Efi sent Orisa back to her docking bay until she decided what was to be done next. She returned to the workshop and deleted Orisa's compassion module, reasoning that Orisa had been making so many mistakes because she cared too much.[7]
Day at the Museum
“ | Enemy detected. Straight ahead. You'll be destroyed! Pleaes come back. Combat simulations indicate a high probability of victory. Listen to me, Orisa. You are not ready to face Doomfist. Come home. I love you. Empathy module: Not responding |
„ |
~ Efi tries to get Orisa to stand down |
The following day, Doomfist and his Talon forces attacked the Numbani Heritage Museum. Orisa set off by herself to confront him, ignoring Efi's pleas to stand down, as without her empathy module, Efi's impassioned pleas had no effect.
Orisa engaged the Talon forces, deploying her hard-light shield. However, it was brought down, and its deployment had drained Orisa of her power reserves. Like before, Doomfist used his strength against her, striking Orisa and sending her flying against a wall. Unlike last time, Orisa wasn't incapacitated (thanks to her auxilary power) but was very close to it. Before Doomfist could deliver the final blow, Efi interjected, putting herself between Doomfist and her creation. Doomfist rose her arm to strike her down, but Orisa fired a graviton pulse and re-deployed her shield. With the sound of sirens approaching, Doomfist and his lieutenants were forced to retreat.
Efi realized that Orisa had used her processors to run Efi's computing apps, raising enough funds to purchase a graviton reactor from the Junkers (hence the ability to fire the graviton pulse).[7]
Shutdown
“ | I am not ready to be deactivated. I have made a mistake, but I am fully capable of learning from my mistakes. I love you, Orisa. And I'm sorry. I'm still learning! I'm still— |
„ |
~ Efi and Orisa just before the latter's shutdown |
Efi made up with Naade and Hassana. Naade was assigned to teach Orisa combat tactics, but she was conflicted, as Naade insisted on the need to use dirty tactics, while Orisa didn't want to cause direct harm. Naade showed her footage of the airport attack, stressing that Doomfist wouldn't fight fair, and wouldn't hesitate to hurt people. However, Orisa began acting strangely after it. Efi later reflected that Orisa was "too impressionable" to see such footage, given that she was still in a learning stage.
Her fears were well founded, as Orisa saw one of the students dressed up as Doomfist and opened fire, injuring him. Back at her workshop, Efi sorrowfully shut Orisa down, despite her creation's pleas that she was still learning.[7]
Reactivation
“ | It's good to be back. I am at your service. How do you feel? Sad. I remember I hurt a boy. He was in pain. Why did you disable my compassion module? I didn't get to apologize to him. To make things right. I'm the one who should be apologizing. It was me who didn't want to deal with compassion. I got so focused on getting to Doomfist and keeping everyone else happy. I didn't consider your feelings. I was wrong, and I'm sorry. |
„ |
~ Orisa and Efi, in light of the former's reactivation |
Efi reactivated Orisa, equipping her with the long sought-after Tobelstein reactor, and reactivating her compassion module. The two made up, and Efi told her that they were attending a Unity Day concert with Lúcio Correia dos Santos in attendance. They danced to his music in celebration.
They met with Lúcio at the event, where they tested Orisa's supercharger. Afterwards, Orisa was on usher duty. With her compassion module reactivated, she performed her duties admirably. She later went to the concert. However, interrupting Lúcio's performance, Doomfist and his Talon forces attacked. Lúcio told Orisa that he'd protect the crowd with his sound barrier if she could distract Doomfist. Affirming, Orisa engaged the terrorist. With all her upgrades, this time, the two were evenly matched, his attacks unable to dent her barrier. However, he ordered the Talon troopers to open fire on her. Orisa redirected the barrier, but this gave Doomfist an opening. However, Lúcio used his sonic barrier to protect her. In turn, Orisa deployed her supercharger, which helped their efforts, until one of the troopers destroyed it.
Things looked grim, but Efi used Lúcio's sonic amplifier to unleash a wave of sound, incapacitating the Talon agents, and causing them to flee. Doomfist was cornered, but took Bisi hostage as Lúcio and Orisa cornered him, holding the trooper over a drop as a bargaining chip. He ended up dropping Bisi over the ledge and fled. While logic dictated that Orisa engaged Doomfist, her heart won out, and she instead used a graviton surge to draw Bisi back up over the ledge. Doomfist escaped, but Lúcio said that it didn't matter. That she and Efi were heroes.[7]
Upgrades
“ | I heard you chased Doomfist out of Numbani. Making a coward run is no challenge. |
„ |
~ Jack Morrison and Orisa |
Because of his actions at the Unity Day attack, Bisi was put in prison. Orisa reflected that she would never forgive Talon for what they had turned Bisi into.[8]
Having repelled Doomfist, both Efi and Orisa became national heroes.[9] Having saved Numbani, both knew that peace was a gift to be carefully guarded.[10] Because of their actions at the Unity Day concert, they were given the resources they needed to continue to protect Numbani.[11]
Awhile later, Orisa literally crashed into Efi's classroom. She revealed that her hard-light caster had been replaced with a fusion-driver, and that someone (referred to as "she;" Orisa refused to divulge details) was awaiting their arrival. She stated that she'd explain more when they were airborne.[7] The "she" turned out to be Sojourn; a former member of Overwatch. She imparted what it meant to be a hero, and taking the commander's words to heart, Efi began to think of new upgrades for Orisa.[10]
Achievements
Name | Icon | Description | Reward |
---|---|---|---|
Kill 3 enemies with a single use of Orisa's Terra Surge in Quick or Competitive play. | |||
Knock a Enemy to their death using Orisa's Energy Javelin in Quick or Competitive Play. |
Trivia
- Orisa was the first tank hero to be added to the roster post Overwatch 1's launch.
- Being only one month old, Orisa is the youngest hero in Overwatch.[2]
- Protective Barrier could be attached to movable objects like basketballs.
- Orisa's "Heroes" spray is inspired by one the of the movie posters for A New Hope from Star Wars.
- Interactions with Roadhog in Overwatch 2 indicate there is a bounty on Orisa's head.
- Her HollaGram account is "OrisaOnline."[7]
Weapons
- Sojourn is possibly the one responsible for giving Orisa her fusion driver. In The Hero of Numbani, when asked about her new weapon, Orisa refers to "she," and tells Efi that they will make "a quick sojourn abroad." While Sojourn's identity is left ambiguous in the novel, Orisa's hero page later confirmed that Sojourn was the "she" being referred to.
- By extension, the fusion driver is stated to replace Orisa's hard-light caster. This, however, does not appear to match Orisa's in-game functionality, where her fusion driver is located on her right arm, while her caster is mounted on her left arm.
- In Overwatch 2, Orisa's arsenal changes significantly, as she gains the Terra spear, but loses the caster, and ability to generate graviton fields. Currently, no in-universe explanation exists for this, though it is implied that Efi is responsible, as on her hero page, it is mentioned that after the meeting with Sojourn, Efi began to work on new upgrades for Orisa. Her interactions in Overwatch 2 establish that post-Hero of Numbani, the pair were given resources to defend the city, possibly explaining the source of her new weapons.
Rumors
- In January 2017, a 4chan user named "Blizzileaks" divulged alleged preliminary details about the 24th hero and the upcoming Lunar New Year event, indicating that the next hero, developed using the prototype name "Anchora," would be a quadrupedal omnic from Numbani with a West African accent, and would act as an "anchor tank" similar to Reinhardt.[12]
- Community speculation concerning the 24th hero centered primarily around the long-requested Doomfist, stemming from a fan-initiated campaign for actor Terry Crews to voice the character.[13] However, in a post on the official Overwatch forums, game director Jeff Kaplan stated that "24 is not who you think it is."[14] Following this, fans turned to the then-unconfirmed January 2017 leak, speculating that the quadrupedal omnic may refer to one of the various spider-tank omnics depicted in the game's cinematics and concept art. During the 2017 D.I.C.E. Summit in Las Vegas, Jeff Kaplan also displayed early pieces of concept art for Overwatch depicting Recluse, a humanoid female hero wearing a mechanical harness with four spider-like limbs, but specified that she was also "not the hero you think it is."[15]
- Orisa was first teased to the public on Tuesday, February 21st, 2017, when Blizzard posted an in-universe interview with Efi Oladele on its blog. On February, 24th, the Overwatch official Twitter account posted an in-universe mock-news announcement about an attack at the Numbani airport. On February 27th, the Overwatch Twitter account posted a mock-post by Efi Oladele, where she teased her latest invention by showing off a list of components she needed to build Orisa. The character was finally revealed to be Orisa on March 2nd, 2017, with the release of a new origin story and developer update on the PlayOverwatch YouTube channel, along with adding her to the official roster of characters on its website. Orisa was released on the PTR on March 2nd, shortly after her announcement.
- Orisa was released to the live game on all platforms on March 21, 2017.[16] Orisa was kept out of the competitive roster for one week after her general release.[17]
Development
While designing Orisa, the developers wanted to create an "anchor tank" — a character that the team is anchored by and bases its positioning around, such as behind Reinhardt's barrier shield ability. Additionally, they wanted to create a character with more ranged and mobile abilities.[5] Jeff Kaplan has stated that the inspiration to design Orisa as a female robot came from criticism that the game's female characters lacked the visually challenging uniqueness that the male characters exhibited.[5]
For Overwatch 2, Orisa was redesigned to be more of an offensive tank, as the developers noticed that she was losing a lot of close-quarters battles.[18] Her appearance were changed as well, to become closer to an "African warrior fantasy."[19]
Removed Abilities
These were Orisa's abilities in Overwatch. After the release of Overwatch 2, these were replaced.
- Replaced by Augmented Fusion Driver in Overwatch 2.
0.45 seconds (activation)
- Replaced by Energy Javelin in Overwatch 2.
- Automatically activates upon touching a surface.
- Can be manually activated by pressing key again.
- Enemies in range are pulled to the center and are briefly slowed until seconds after activation.
- The projectile itself goes through barriers, but the pull effect is blocked by them.
- Reworked in Overwatch 2.
- Orisa takes no headshot damage.
- Orisa becomes immune to all movement-related Crowd Control effects, including stun, sleep, freeze, pin, knock down, knock back, pull, slow, root, etc.
- Orisa can escape Steel Trap, Graviton Surge, and Gravitic Flux.
- Orisa takes no damage from Charge or Chain Hook.
- Orisa can be hacked by Sombra while using Fortify, but this will not interrupt the ability.
- Allies behind Orisa are not protected from abilities such as Earthshatter or RIP-Tire.
- Armor is applied after damage reduction. Attacks consisting of 16.667... or lower damage (e.g. Sombra's Machine Pistol) are reduced by 70%. Beams are reduced by 58%.
- Replaced by Javelin Spin in Overwatch 2.
- Cooldown begins immediately.
- The projectile ignores Defense Matrix, Deflect, and Kinetic Grasp.
- The barrier is shaped like a football net.
- The barrier extends slightly below where it is deployed in the case that it is on a ledge or a payload.
- The barrier can be deployed without interrupting Fusion Driver's reload.
- Replaced by Terra Surge in Overwatch 2.
- Orisa passively generates 1% Ult Charge every 3.36 seconds.
- Enemy barriers break line of sight.
- The effect lingers for 1 second if line of sight is broken or if a player is out of range.
- Can be hacked by Sombra, which disables it for 10 seconds.
- The Supercharger projectile experiences 3x normal gravity (60 meters per second squared)
Media
Concept Art
Videos
- Official
Balance Change Log
- For more information, see Patch Notes.
- Base health increased from 125 to 175.
- Base armor reduced from 350 to 300.
- Damage reduced from 80 to 70.
- No longer reduces Fusion Driver heat generation.
- Movement speed penalty reduced from 20% to 10%.
- Impact damage increased from 60 to 80.
- Duration increased from 3.5 to 4 seconds
- Cooldown reduced from 9 to 8 seconds.
- Duration reduced from 4.5 to 3.5 seconds.
- Orisa now moves 20% slower while fortified.
- Cooldown increased from 7 to 9 seconds.
- General updates
- Global projectile size modifier for travel time projectiles with a speed greater than 50 meters per second reduced from 0.1 to 0.075 meters.
- Hero updates
- Charge rate for the first 2.5 seconds increased by 25%.
- General updates
Most damage-dealing projectile sizes have been increased by a new global modifier added to their base size.
- +0.05 meters for hitscan projectiles with a high rate of fire or spread (e.g., Tracer's Pulse Pistols or Reaper's Hellfire Shotguns).
- +0.08 meters for hitscan projectiles that are more precise (e.g., Cassidy's Peacekeeper or Soldier:76's Heavy Pulse Rifle).
- +0.05 meters for travel time projectiles that are shotguns or have a very high rate of fire (e.g., Roadhog's Scrap Gun or Ramattra's Void Accelerator).
- +0.10 meters for travel time projectile with a speed greater than 50 meters per second (e.g., Zenyatta's Destruction Orb).
- +0.15 meters for travel time projectile with a speed less than or equal to 50 meters per second (e.g., Pharah's Rocket Launcher).
- Very large projectiles with a base size greater than 0.5 meters have been excluded from these increases (e.g., Orisa's Energy Javelin or Reinhardt's Fire Strike).
Hero combined HP (base health/armor/shields) increased by 15-25%.
- 150-175 HP heroes increased by 25 HP.
- 200-300 HP heroes increased by 50 HP.
- 300+ HP (Tanks) increased by 75-100 HP.
- Each hero's precise health increases are listed in their patch notes below.
Ultimate Charge
- All Ultimate ability costs increased by 10%.
Regenerative Passive for All Heroes
- All heroes now regenerate 20 health per second after 5 seconds of not taking damage.
Quick Melee
- Damage increased from 30 to 40.
- Hero updates
- Armor increased from 275 to 350.
- Removed falloff damage penalty.
- Now immune to taking forced critical hit damage. Fortify already prevents direct critical damage from headshots.
- Damage reduction decreased from 50% to 45%.
- Cooldown begins when the ability is activated instead of when it ends.
- Cooldown increased from 12 to 16.5 seconds.
- Overhealth bonus decreased from 125 to 100.
- Damage falloff range increased from 15 to 20 meters.
- Fortify health bonus increased from 75 to 125.
- Damage reduction increased from 40 to 50%.
- Damage increased from 12 to 13
- Terra Surge can now be interrupted by Hack
- Base health in Role Queue modes remains the same at 275
- Base health in non-Role Queue modes reduced from 275 to 125
- Damage falloff range reduced from 25 to 15 meters
- Health bonus reduced from 125 to 75
- Now pierces through barriers upon impact
- Damage falloff range increased from 15 to 25 meters
- Base health increased from 250 to 275
- Base armor increased from 250 to 275
- Cooldown reduced from 8 to 6 seconds
Developer Comment: For a hero rework that has been lauded as fun to play, hard to kill, and particularly potent for an in-your-face Tank playstyle, Orisa continues to be a challenging hero to balance, with one of the lowest win-rates in the game. Giving a hero more health is a reliable solution and increasing the frequency of her Energy Javelin should keep her feeling active and more effective as she charges down the front line.
(beta)
(beta)
- Damage increased from 10 to 12
- Projectile size no longer scales with distance
- Projectile initial size reduced from 0.3 to 0.1
- Critical damage bonus increased from 50% to 100%
- Damage falloff at maximum range reduced from 70% to 50%
- Maximum falloff range reduced from 15-35 meters to 15-25 meters
- 20% movement speed penalty removed
- Headshot immunity removed
- Cooldown decreased from 10 to 7 seconds
- Speed boost reduced from 65% to 40%
- Knockback increased
- Impact damage reduced from 80 to 60
- Cooldown increased from 6.5 to 8 seconds
- Max damage increased from 275 to 500
- Damage begins to ramp after the old 200 damage timing
(beta)
Developer Comment: Thanks to years of combat and Efi Oladele's tireless work, Orisa's mind and abilities have evolved. She has fully grown into her role as the defender of Numbani.
- Base armor increased from 200 to 250
- Base health increased from 200 to 250
- New Primary Fire
- Now rapidly fires 10 plasma projectiles per second
- Projectiles start out large and shrink as they travel
- Damage starts at 10.5 and scales down to 4 damage over 35 meters
- Uses a heat mechanic instead of ammo
- Firing the weapon increases heat, and it cools down while not firing
- If the weapon overheats, a forced release of heat prevents the weapon from being fired for 3 seconds
- New Secondary Fire
- Orisa throws a spear forward, impacting the first enemy in its path
- Deals 80 damage
- Stuns enemies for 0.2 seconds and knocks them back 6 meters
- If the enemy collides with a wall while being knocked back, they take 40 more damage and are stunned an additional 0.3 seconds
- Now slows Orisa’s movement speed by 20% while active
- Now provides 125 extra health while active
- Reduces heat generation from Orisa’s weapon by 50% while active
- Duration increased from 4 to 4.5 seconds
- New Ability 2
- Orisa rapidly spins a spear for 1.75 seconds, destroying incoming projectiles
- Increases forward movement speed by 60% while active and by 20% for 2 seconds after the spinning ends
- Rapidly damages enemies in her path, dealing up to 90 damage and constantly knocking them back
- New Ultimate Ability
- Orisa pulls in nearby enemies and becomes fortified, charging up an area-of-effect attack over 4 seconds. Releasing the charge deals up to 225 damage based on how long it was channeled
- While charging, deals minor damage over time and slows nearby enemy movement speed by 30%
- Cooldown reduced from 8 to 6 seconds
Developer Comment: We're reevaluating the cooldown for Orisa's 'Halt!' ability after previous changes have reduced its effectiveness to combo with other heroes. We'll keep a close eye on whether the increased frequency of this displacement ability ends up being too disruptive to gameplay.
- Prevents critical headshot damage while effect is active
Developer Comment: This will make Fortify more reliable at preventing large bursts of incoming damage and make it more consistent as a defensive ability.
- Base armor increased from 200 to 250
- Projectile speed increased from 90 to 120
Developer Comment: Increased projectile speed will help Orisa’s weapon feel more responsive, reducing the need to lead targets. We found that recent adjustments to Orisa’s abilities were more impactful than we originally anticipated and have increased her armor to compensate.
- Base armor reduced from 250 to 200
- Radius reduced from 7 to 4 meters
- Projectile speed increased from 20 to 30
Developer Comment: The large radius of Orisa's Halt! ability made it too effective in setting up combos against large groups of enemies on a relatively short cooldown. The changes to the projectile speed and radius are aimed at shifting its use to be more effective at catching single targets.
- Damage reduced from 11 to 10
- Cooldown increased from 8 to 10 seconds
- Snare duration reduced from 1 to 0.65 seconds
- Damage reduction reduced from 50% to 40%
Developer Comment: Orisa has been a little too difficult to deal with while Fortify is active, so we're reducing the amount of damage reduction to give enemies more effective damage during this time.
- Health reduced from 900 to 600
- Cooldown decreased from 10 seconds to 8 seconds
- Cooldown increased from 9 to 10 seconds
Developer Comment: Orisa’s barrier is often too difficult to deal with. This increased cooldown will make it more reasonable to destroy it before she can place another one.
- Cooldown increased from 8 seconds to 9
Developer Comment: A common point of feedback for playing against Orisa was that it doesn’t feel useful to shoot the barrier as it comes back so quickly. Increasing the cooldown of Protective Barrier will make destroying it more rewarding.
- Barrier can be deployed without interrupting reload.
Developer Comments: Orisa has one of the longest weapon reloads and interrupting it to deploy a new barrier felt too disruptive to her gameplay. This change allows her to reload as needed while still being able to protect herself and her team.
- Movement speed penalty while firing reduced from 50% to 30%
Developer Comments: As a defensive tank, Orisa can have trouble pushing forward with the team. Allowing Orisa to move faster while firing should make it easier to apply pressure on the enemy team and use her barrier in proactive ways.
- Maximum spread reduced by 20%
Developer Comment: Orisa spends a significant amount of time firing her Fusion Driver from a relatively stationary location. The weapon's spread value caused it to feel too random when leading targets at a distance, considering the projectiles' travel time. We’ve tightened the spread slightly, which should leave her close- and mid-range damage potential largely unchanged, while making it feel better when hitting targets at longer ranges.
- Ultimate cost reduced by 15%
Developer Comment: Supercharger wasn’t getting enough use, considering its impact. This change allows Orisa to use her ultimate more aggressively, knowing that she will be able to generate them more easily.
- Can now be interrupted when Orisa is stunned or hacked
Developer Comment: One of the most common pieces of feedback we receive revolves around the way Overwatch handles ultimate interruptions. Players often feel frustrated when they’re able to prevent an enemy from using an ultimate, only to see that same enemy use it again immediately after respawning.
- Projectile speed increased by 20%
- Barrier size increase by 20%
- Barrier shape has been changed to allow for more coverage from enemies that are below the barrier
Developer Comment: The projectile speed increase helps Orisa’s consistency, especially at medium ranges (or further). Her barrier size has been increased to better protect her team, and the new shape makes the shield more effective when it’s used on slopes or on top of objects (such as a payload).
References
- ↑ 2017-03-02, Michael Chu Battle.net forums. Accessed on 2017-03-02
- ↑ 2.0 2.1 2.2 2.3 Orisa (Overwatch), Blizzard Entertainment. Accessed on 2017-03-02
- ↑ 2022-04-20, Big Changes Coming To Doomfist And Orisa. Game Informer, accessed on 2022-05-08
- ↑ 2017-03-22, Michael Chu's Twitter, Twitter. Accessed on 2018-11-17.
- ↑ 5.0 5.1 5.2 2017-3-2, Developer Update | Introducing Orisa | Overwatch, Youtube.
- ↑ 6.0 6.1 Overwatch, Orisa Quotes
- ↑ 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 Overwatch: The Hero of Numbani
- ↑ Overwatch 2, Doomfist Quotes
- ↑ Orisa (Overwatch 2), Blizzard Entertainment. Accessed on 2022-10-05
- ↑ 10.0 10.1 Orisa (Overwatch 2), PlayOverwatch. Accessed on 2022-12-16
- ↑ Overwatch 2, Orisa Quotes
- ↑ http://boards.4tan.org/v/search/username/Blizzileaks/tripcode/!KZ7VRY.ev./
- ↑ 2017-05-03, Terry Crews Performs Mock Audition For Overwatch's Doomfist. IGN, accessed on 2021-04-29
- ↑ https://us.battle.net/forums/en/overwatch/topic/20753148967?page=2#post-26
- ↑ 2017-02-22, Jeff Kaplan Talks Overwatch's World, Shows Spider-Like Character. Game Informer, accessed on 2021-04-29
- ↑ 2017-03-14, New Hero Preview: Orisa YouTube. Accessed on 2017-03-14
- ↑ Orisa Disabled for 1 week of Competitive Play Scott Mercer, Overwatch Forums.
- ↑ 2022-04-20, Big Changes Coming To Doomfist And Orisa. Game Informer, accessed on 2022-05-08
- ↑ 2022-11, Overwatch 2 Art Director Dion Rogers Talks About The Design Principles Behind The Dual Modes For Ramattra In Interview. Gamerbraves, accessed on 2022-11-15
External links
Heroes in Overwatch 2
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