It's an automatic weapon that fires projectiles with a high speed. Augmented Fusion Driver: Orisa's primary weapon.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. Considering that her weapon can't attack multiple foes at close range, she is vulnerable when surrounded. Javelin spin is a front-facing defense only, so watch for flankers who can get behind her. Energy Javelin and Javelin Spin have knockback properties, allowing Orisa to control enemies that get too close. 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. Orisa is very durable thanks to the defensive capabilities of Javelin Spin and Fortify. Timer UI element is displayed around the crosshair. ![]() Javelin Spin deactivates when player stops holding the button. Javelin Spin deactivates when player presses the button again. Activating Terra Surge will also interrupt an active pull.Ĭancel text UI element is displayed to the left of the crosshair. Life Grip cannot be used on Orisa while channeling Terra Surge.Orisa can be lifted by Petal Platform (either allied or enemy) during Terra Surge.This depletes the ultimate charge and causes a surge to not be released. Terra Surge is a channeled ability the ability ends immediately if Orisa becomes hacked.Orisa also gains the effects of Fortify for the duration of the Ultimate.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.The minimum time required to kill a 200hp enemy is ~2.6 seconds (around 160% charge).Including the periodic damage, the total damage is ~70 at minimum charge and 571 at maximum charge.Charge can be released after 0.75 seconds (~62%) and will be automatically released upon reaching 500%.Charge accumulates at a rate of 233/s in the next 1.5 seconds (150-500%).Charge starts at 25% and accumulates at a rate of 50/s in the first 2.5 seconds (30%-150%).When released, enemies in the area take damage equal to the charge percentage and are knocked back depending on the charge.The pull will not stop until the target reaches the point or leaves 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.When activated, Orisa starts generating charge and enemies are pulled toward a point above Orisa and take periodic damage while in the area.Can be manually canceled by reactivating the ability.Cooldown starts when the spin animation ends.(Damaging "through" barriers, like Reinhardt's shield, happens when the hitbox's origin is pushed past it.) Damage and knockback can be line of sight blocked by barriers.Cannot block Rocket Punch, Shield Bash, Swift Strike, Accretion, Sentry Turret, Deploy Turret, Petal Platform and Immortality Field. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |